]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
cleanup of float/byte colors, now colors are always floats until R_Mesh_Render conver...
[xonotic/darkplaces.git] / gl_backend.c
index 16a92c257b67b201b4bfef11f7cbaf989638bcbf..1b75ccb089991fb86efced0268f06efc28ef7492 100644 (file)
@@ -1,31 +1,51 @@
 
 #include "quakedef.h"
 
+cvar_t         r_render = {0, "r_render", "1"};
+cvar_t         gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
+
+int                    lightscalebit;
+float          lightscale;
+float          overbrightscale;
+
+void SCR_ScreenShot_f (void);
+static void R_Envmap_f (void);
+
 static int max_meshs;
 static int max_batch;
 static int max_verts; // always max_meshs * 3
 #define TRANSDEPTHRES 4096
 
-static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
+//static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
+static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
 static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
 static cvar_t gl_mesh_merge = {0, "gl_mesh_merge", "1"};
-static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
+static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
+static cvar_t gl_mesh_dupetransverts = {0, "gl_mesh_dupetransverts", "0"};
+static cvar_t gl_mesh_sorttransbymesh = {0, "gl_mesh_sorttransbymesh", "1"};
 
 typedef struct buf_mesh_s
 {
-       struct buf_mesh_s *next;
+       //struct buf_mesh_s *next;
        int depthmask;
+       int depthtest;
        int blendfunc1, blendfunc2;
        int textures[MAX_TEXTUREUNITS];
        float texturergbscale[MAX_TEXTUREUNITS];
        int firsttriangle;
        int triangles;
+       int firstvert;
+       int lastvert;
+       struct buf_mesh_s *chain;
+       struct buf_transtri_s *transchain;
+       //struct buf_transtri_s **transchainpointer;
 }
 buf_mesh_t;
 
 typedef struct buf_transtri_s
 {
        struct buf_transtri_s *next;
+       struct buf_transtri_s *meshsortchain;
        buf_mesh_t *mesh;
        int index[3];
 }
@@ -62,7 +82,7 @@ typedef struct
 buf_texcoord_t;
 
 static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, floatcolors, transranout;
+static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, transranout;
 static buf_mesh_t *buf_mesh;
 static buf_tri_t *buf_tri;
 static buf_vertex_t *buf_vertex;
@@ -76,10 +96,10 @@ static buf_transtri_t *buf_transtri;
 static buf_transtri_t **buf_transtri_list;
 static buf_vertex_t *buf_transvertex;
 static buf_fcolor_t *buf_transfcolor;
-static buf_bcolor_t *buf_transbcolor;
 static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
 
 static mempool_t *gl_backend_mempool;
+static int resizingbuffers = false;
 
 static void gl_backend_start(void)
 {
@@ -87,7 +107,8 @@ static void gl_backend_start(void)
 
        max_verts = max_meshs * 3;
 
-       gl_backend_mempool = Mem_AllocPool("GL_Backend");
+       if (!gl_backend_mempool)
+               gl_backend_mempool = Mem_AllocPool("GL_Backend");
 
 #define BACKENDALLOC(var, count, sizeofstruct)\
        {\
@@ -108,7 +129,6 @@ static void gl_backend_start(void)
        BACKENDALLOC(buf_transtri_list, TRANSDEPTHRES, buf_transtri_t *)
        BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t)
        BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t)
-       BACKENDALLOC(buf_transbcolor, max_verts, buf_bcolor_t)
 
        for (i = 0;i < MAX_TEXTUREUNITS;i++)
        {
@@ -130,7 +150,7 @@ static void gl_backend_start(void)
 
 static void gl_backend_shutdown(void)
 {
-       int i;
+       //int i;
        /*
 #define BACKENDFREE(var)\
        if (var)\
@@ -139,6 +159,7 @@ static void gl_backend_shutdown(void)
                var = NULL;\
        }
        */
+       /*
 #define BACKENDFREE(var) var = NULL;
 
        BACKENDFREE(buf_mesh)
@@ -152,15 +173,18 @@ static void gl_backend_shutdown(void)
        BACKENDFREE(buf_transtri_list)
        BACKENDFREE(buf_transvertex)
        BACKENDFREE(buf_transfcolor)
-       BACKENDFREE(buf_transbcolor)
 
        for (i = 0;i < MAX_TEXTUREUNITS;i++)
        {
                BACKENDFREE(buf_texcoord[i])
                BACKENDFREE(buf_transtexcoord[i])
        }
+       */
 
-       Mem_FreePool(&gl_backend_mempool);
+       if (resizingbuffers)
+               Mem_EmptyPool(gl_backend_mempool);
+       else
+               Mem_FreePool(&gl_backend_mempool);
 
        backendunits = 0;
        backendactive = false;
@@ -187,8 +211,10 @@ static void gl_backend_bufferchanges(int init)
 
                if (!init)
                {
+                       resizingbuffers = true;
                        gl_backend_shutdown();
                        gl_backend_start();
+                       resizingbuffers = false;
                }
        }
 }
@@ -205,10 +231,22 @@ int polyindexarray[768];
 void gl_backend_init(void)
 {
        int i;
+
+       Cvar_RegisterVariable (&r_render);
+       Cvar_RegisterVariable (&gl_dither);
+#ifdef NORENDER
+       Cvar_SetValue("r_render", 0);
+#endif
+
+       Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
+       Cmd_AddCommand ("envmap", R_Envmap_f);
+
        Cvar_RegisterVariable(&gl_mesh_maxtriangles);
        Cvar_RegisterVariable(&gl_mesh_batchtriangles);
        Cvar_RegisterVariable(&gl_mesh_merge);
        Cvar_RegisterVariable(&gl_mesh_floatcolors);
+       Cvar_RegisterVariable(&gl_mesh_dupetransverts);
+       Cvar_RegisterVariable(&gl_mesh_sorttransbymesh);
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
        gl_backend_bufferchanges(true);
        for (i = 0;i < 256;i++)
@@ -219,9 +257,76 @@ void gl_backend_init(void)
        }
 }
 
+static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+{
+       GLdouble xmax, ymax;
+
+       xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
+       ymax = zNear * tan( fovy * M_PI / 360.0 );
+
+       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
+}
+
+
+/*
+=============
+GL_SetupFrame
+=============
+*/
+static void GL_SetupFrame (void)
+{
+       if (!r_render.integer)
+               return;
+
+//     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
+       gldepthmin = 0;
+       gldepthmax = 1;
+       glDepthFunc (GL_LEQUAL);
+
+       glDepthRange (gldepthmin, gldepthmax);
+
+       // update farclip based on previous frame
+       r_farclip = r_newfarclip;
+
+       // set up viewpoint
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity ();
+
+       // y is weird beause OpenGL is bottom to top, we use top to bottom
+       glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
+//     yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
+       MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip);
+
+       glCullFace(GL_FRONT);
+
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity ();
+
+       glRotatef (-90,  1, 0, 0);          // put Z going up
+       glRotatef (90,  0, 0, 1);           // put Z going up
+       glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
+       glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
+       glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
+       glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
+
+//     glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
+
+       //
+       // set drawing parms
+       //
+//     if (gl_cull.integer)
+               glEnable(GL_CULL_FACE);
+//     else
+//             glDisable(GL_CULL_FACE);
+
+       glEnable(GL_BLEND); // was Disable
+       glEnable(GL_DEPTH_TEST);
+       glDepthMask(1);
+}
+
 static float viewdist;
 
-int c_meshtris;
+int c_meshs, c_meshtris, c_transmeshs, c_transtris;
 
 // called at beginning of frame
 void R_Mesh_Clear(void)
@@ -239,11 +344,15 @@ void R_Mesh_Clear(void)
        currenttransvertex = 0;
        meshfarclip = 0;
        meshmerge = gl_mesh_merge.integer;
-       floatcolors = gl_mesh_floatcolors.integer;
        transranout = false;
        viewdist = DotProduct(r_origin, vpn);
 
+       c_meshs = 0;
        c_meshtris = 0;
+       c_transmeshs = 0;
+       c_transtris = 0;
+
+       GL_SetupFrame();
 }
 
 #ifdef DEBUGGL
@@ -269,9 +378,11 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
        case GL_OUT_OF_MEMORY:
                Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
                break;
-       case GL_TABLE_TOO_LARGE:
+#ifdef GL_TABLE_TOO_LARGE
+    case GL_TABLE_TOO_LARGE:
                Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
                break;
+#endif
        default:
                Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
                break;
@@ -284,9 +395,13 @@ int errornumber = 0;
 // renders mesh buffers, called to flush buffers when full
 void R_Mesh_Render(void)
 {
-       int i, k, blendfunc1, blendfunc2, blend, depthmask, unit = 0, clientunit = 0, firsttriangle, triangles, texture[MAX_TEXTUREUNITS];
+       int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, triangles, firstvert, lastvert, texture[MAX_TEXTUREUNITS];
        float farclip, texturergbscale[MAX_TEXTUREUNITS];
        buf_mesh_t *mesh;
+       // float to byte color conversion
+       int *icolor;
+       float *fcolor;
+       byte *bcolor;
        if (!backendactive)
                Sys_Error("R_Mesh_Render: called when backend is not active\n");
        if (!currentmesh)
@@ -294,6 +409,14 @@ void R_Mesh_Render(void)
 
 CHECKGLERROR
 
+       // push out farclip based on vertices
+       for (i = 0;i < currentvertex;i++)
+       {
+               farclip = DotProduct(buf_vertex[i].v, vpn);
+               if (meshfarclip < farclip)
+                       meshfarclip = farclip;
+       }
+
        farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
 
        // push out farclip for next frame
@@ -307,6 +430,7 @@ CHECKGLERROR
 CHECKGLERROR
        glCullFace(GL_FRONT);
 CHECKGLERROR
+       depthtest = true;
        glEnable(GL_DEPTH_TEST);
 CHECKGLERROR
        blendfunc1 = GL_ONE;
@@ -320,18 +444,33 @@ CHECKGLERROR
        glDepthMask((GLboolean) depthmask);
 CHECKGLERROR
 
-CHECKGLERROR
        glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), buf_vertex);
 CHECKGLERROR
        glEnableClientState(GL_VERTEX_ARRAY);
 CHECKGLERROR
-       if (floatcolors)
+       if (gl_mesh_floatcolors.integer)
        {
                glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), buf_fcolor);
 CHECKGLERROR
        }
        else
        {
+               // shift float to have 8bit fraction at base of number
+               for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
+               {
+                       *fcolor++ += 32768.0f;
+                       *fcolor++ += 32768.0f;
+                       *fcolor++ += 32768.0f;
+                       *fcolor++ += 32768.0f;
+               }
+               // then read as integer and kill float bits...
+               for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++)
+               {
+                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+               }
                glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), buf_bcolor);
 CHECKGLERROR
        }
@@ -545,6 +684,14 @@ CHECKGLERROR
                                }
                        }
                }
+               if (depthtest != mesh->depthtest)
+               {
+                       depthtest = mesh->depthtest;
+                       if (depthtest)
+                               glEnable(GL_DEPTH_TEST);
+                       else
+                               glDisable(GL_DEPTH_TEST);
+               }
                if (depthmask != mesh->depthmask)
                {
                        depthmask = mesh->depthmask;
@@ -554,6 +701,8 @@ CHECKGLERROR
 
                firsttriangle = mesh->firsttriangle;
                triangles = mesh->triangles;
+               firstvert = mesh->firstvert;
+               lastvert = mesh->lastvert;
                mesh = &buf_mesh[++k];
 
                if (meshmerge)
@@ -564,6 +713,7 @@ CHECKGLERROR
                        while (k < currentmesh
                                && mesh->blendfunc1 == blendfunc1
                                && mesh->blendfunc2 == blendfunc2
+                               && mesh->depthtest == depthtest
                                && mesh->depthmask == depthmask
                                && mesh->textures[0] == texture[0]
                                && mesh->textures[1] == texture[1]
@@ -575,11 +725,20 @@ CHECKGLERROR
                                && mesh->texturergbscale[3] == texturergbscale[3])
                        {
                                triangles += mesh->triangles;
+                               if (firstvert > mesh->firstvert)
+                                       firstvert = mesh->firstvert;
+                               if (lastvert < mesh->lastvert)
+                                       lastvert = mesh->lastvert;
                                mesh = &buf_mesh[++k];
                        }
                }
 
+#ifdef WIN32
+               // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
                glDrawElements(GL_TRIANGLES, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
+#else
+               glDrawRangeElements(GL_TRIANGLES, firstvert, lastvert + 1, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
+#endif
 CHECKGLERROR
        }
 
@@ -637,6 +796,8 @@ CHECKGLERROR
 CHECKGLERROR
 
        glDisable(GL_BLEND);
+CHECKGLERROR
+       glEnable(GL_DEPTH_TEST);
 CHECKGLERROR
        glDepthMask(true);
 CHECKGLERROR
@@ -646,112 +807,408 @@ CHECKGLERROR
 
 void R_Mesh_AddTransparent(void)
 {
-       int i, j, k;
-       float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
-       buf_vertex_t *vert1, *vert2, *vert3;
-       buf_transtri_t *tri;
-       buf_mesh_t *mesh;
+       if (gl_mesh_sorttransbymesh.integer)
+       {
+               int i, j, k;
+               float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
+               buf_vertex_t *vert1, *vert2, *vert3;
+               buf_transtri_t *tri;
+               buf_mesh_t *mesh, *transmesh;
+
+               // process and add transparent mesh triangles
+               if (!currenttranstriangle)
+                       return;
 
-       // process and add transparent mesh triangles
-       if (!currenttranstriangle)
-               return;
+               // map farclip to 0-4095 list range
+               centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
+               viewdistcompare = viewdist + 4.0f;
+
+               memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
 
-       // map farclip to 0-4095 list range
-       centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
-       viewdistcompare = viewdist + 4.0f;
+               k = 0;
+               for (j = 0;j < currenttranstriangle;j++)
+               {
+                       tri = &buf_transtri[j];
+
+                       vert1 = &buf_transvertex[tri->index[0]];
+                       vert2 = &buf_transvertex[tri->index[1]];
+                       vert3 = &buf_transvertex[tri->index[2]];
+
+                       dist1 = DotProduct(vert1->v, vpn);
+                       dist2 = DotProduct(vert2->v, vpn);
+                       dist3 = DotProduct(vert3->v, vpn);
+
+                       maxdist = max(dist1, max(dist2, dist3));
+                       if (maxdist < viewdistcompare)
+                               continue;
+
+                       center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
+       #if SLOWMATH
+                       i = (int) center;
+                       i = bound(0, i, (TRANSDEPTHRES - 1));
+       #else
+                       if (center < 0.0f)
+                               center = 0.0f;
+                       center += 8388608.0f;
+                       i = *((long *)&center) & 0x7FFFFF;
+                       i = min(i, (TRANSDEPTHRES - 1));
+       #endif
+                       tri->next = buf_transtri_list[i];
+                       buf_transtri_list[i] = tri;
+                       k++;
+               }
 
-       memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
+               #ifndef TRANSBATCH
+               if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts)
+                       R_Mesh_Render();
 
-       // process in reverse because transtri_list adding code is in reverse as well
-       k = 0;
-       for (j = currenttranstriangle - 1;j >= 0;j--)
+               // note: can't batch these because they can be rendered in any order
+               // there can never be more transparent triangles than fit in main buffers
+               memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
+               memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
+               for (i = 0;i < backendunits;i++)
+                       memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
+               #endif
+
+               for (i = 0;i < currenttransmesh;i++)
+               {
+                       buf_transmesh[i].transchain = NULL;
+                       //buf_transmesh[i].transchainpointer = &buf_transmesh[i].transchain;
+                       buf_transmesh[i].triangles = 0;
+               }
+               transmesh = NULL;
+               for (j = 0;j < TRANSDEPTHRES;j++)
+               {
+                       if ((tri = buf_transtri_list[j]))
+                       {
+                               for (;tri;tri = tri->next)
+                               {
+                                       if (!tri->mesh->transchain)
+                                       {
+                                               tri->mesh->chain = transmesh;
+                                               transmesh = tri->mesh;
+                                       }
+                                       tri->meshsortchain = tri->mesh->transchain;
+                                       tri->mesh->transchain = tri;
+                                       /*
+                                       *tri->mesh->transchainpointer = tri;
+                                       tri->meshsortchain = NULL;
+                                       tri->mesh->transchainpointer = &tri->meshsortchain;
+                                       */
+                                       tri->mesh->triangles++;
+                               }
+                       }
+               }
+
+               #if TRANSBATCH
+               for (;transmesh;transmesh = transmesh->chain)
+               {
+                       int meshvertexadjust;
+                       int numverts = transmesh->lastvert - transmesh->firstvert + 1;
+                       if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + numverts > max_verts)
+                               R_Mesh_Render();
+
+                       memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], numverts * sizeof(buf_vertex_t));
+                       memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], numverts * sizeof(buf_fcolor_t));
+                       for (i = 0;i < backendunits && transmesh->textures[i];i++)
+                               memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], numverts * sizeof(buf_texcoord_t));
+
+                       mesh = &buf_mesh[currentmesh++];
+                       *mesh = *transmesh; // copy mesh properties
+                       mesh->firstvert = currentvertex;
+                       mesh->lastvert = currentvertex + numverts - 1;
+                       currentvertex += numverts;
+                       meshvertexadjust = mesh->firstvert - transmesh->firstvert;
+                       mesh->firsttriangle = currenttriangle;
+                       for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
+                       {
+                               buf_tri[currenttriangle].index[0] = tri->index[0] + meshvertexadjust;
+                               buf_tri[currenttriangle].index[1] = tri->index[1] + meshvertexadjust;
+                               buf_tri[currenttriangle].index[2] = tri->index[2] + meshvertexadjust;
+                               /*
+                               if (tri->mesh != transmesh)
+                                       Sys_Error("!?!");
+                               if ((unsigned int) buf_tri[currenttriangle].index[0] < (unsigned int) mesh->firstvert
+                                || (unsigned int) buf_tri[currenttriangle].index[0] > (unsigned int) mesh->lastvert
+                                || (unsigned int) buf_tri[currenttriangle].index[1] < (unsigned int) mesh->firstvert
+                                || (unsigned int) buf_tri[currenttriangle].index[1] > (unsigned int) mesh->lastvert
+                                || (unsigned int) buf_tri[currenttriangle].index[2] < (unsigned int) mesh->firstvert
+                                || (unsigned int) buf_tri[currenttriangle].index[2] > (unsigned int) mesh->lastvert)
+                                       Sys_Error("!?");
+                               */
+                               currenttriangle++;
+                       }
+                       /*
+                       if (mesh->triangles != currenttriangle - mesh->firsttriangle)
+                               Sys_Error("!");
+                       */
+               }
+               #else
+               for (;transmesh;transmesh = transmesh->chain)
+               {
+                       mesh = &buf_mesh[currentmesh++];
+                       *mesh = *transmesh; // copy mesh properties
+                       mesh->firstvert += currentvertex;
+                       mesh->lastvert += currentvertex;
+                       mesh->firsttriangle = currenttriangle;
+                       for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
+                       {
+                               buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex;
+                               buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex;
+                               buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex;
+                               /*
+                               if (tri->mesh != transmesh)
+                                       Sys_Error("!?!");
+                               if ((unsigned int) buf_tri[currenttriangle].index[0] < (unsigned int) mesh->firstvert
+                                || (unsigned int) buf_tri[currenttriangle].index[0] > (unsigned int) mesh->lastvert
+                                || (unsigned int) buf_tri[currenttriangle].index[1] < (unsigned int) mesh->firstvert
+                                || (unsigned int) buf_tri[currenttriangle].index[1] > (unsigned int) mesh->lastvert
+                                || (unsigned int) buf_tri[currenttriangle].index[2] < (unsigned int) mesh->firstvert
+                                || (unsigned int) buf_tri[currenttriangle].index[2] > (unsigned int) mesh->lastvert)
+                                       Sys_Error("!?");
+                               */
+                               currenttriangle++;
+                       }
+                       /*
+                       if (mesh->triangles != currenttriangle - mesh->firsttriangle)
+                               Sys_Error("!");
+                       */
+               }
+               currentvertex += currenttransvertex;
+               #endif
+
+               currenttransmesh = 0;
+               currenttranstriangle = 0;
+               currenttransvertex = 0;
+       }
+       else if (gl_mesh_dupetransverts.integer)
        {
-               tri = &buf_transtri[j];
+               int i, j, k, index;
+               float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
+               buf_vertex_t *vert1, *vert2, *vert3;
+               buf_transtri_t *tri;
+               buf_mesh_t *mesh;
+
+               // process and add transparent mesh triangles
+               if (!currenttranstriangle)
+                       return;
 
-               vert1 = &buf_transvertex[tri->index[0]];
-               vert2 = &buf_transvertex[tri->index[1]];
-               vert3 = &buf_transvertex[tri->index[2]];
+               // map farclip to 0-4095 list range
+               centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
+               viewdistcompare = viewdist + 4.0f;
 
-               dist1 = DotProduct(vert1->v, vpn);
-               dist2 = DotProduct(vert2->v, vpn);
-               dist3 = DotProduct(vert3->v, vpn);
+               memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
 
-               maxdist = max(dist1, max(dist2, dist3));
-               if (maxdist < viewdistcompare)
-                       continue;
+               // process in reverse because transtri_list adding code is in reverse as well
+               k = 0;
+               for (j = currenttranstriangle - 1;j >= 0;j--)
+               {
+                       tri = &buf_transtri[j];
+
+                       vert1 = &buf_transvertex[tri->index[0]];
+                       vert2 = &buf_transvertex[tri->index[1]];
+                       vert3 = &buf_transvertex[tri->index[2]];
+
+                       dist1 = DotProduct(vert1->v, vpn);
+                       dist2 = DotProduct(vert2->v, vpn);
+                       dist3 = DotProduct(vert3->v, vpn);
+
+                       maxdist = max(dist1, max(dist2, dist3));
+                       if (maxdist < viewdistcompare)
+                               continue;
+
+                       center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
+       #if SLOWMATH
+                       i = (int) center;
+                       i = bound(0, i, (TRANSDEPTHRES - 1));
+       #else
+                       if (center < 0.0f)
+                               center = 0.0f;
+                       center += 8388608.0f;
+                       i = *((long *)&center) & 0x7FFFFF;
+                       i = min(i, (TRANSDEPTHRES - 1));
+       #endif
+                       tri->next = buf_transtri_list[i];
+                       buf_transtri_list[i] = tri;
+                       k++;
+               }
 
-               center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
-#if SLOWMATH
-               i = (int) center;
-               i = bound(0, i, (TRANSDEPTHRES - 1));
-#else
-               if (center < 0.0f)
-                       center = 0.0f;
-               center += 8388608.0f;
-               i = *((long *)&center) & 0x7FFFFF;
-               i = min(i, (TRANSDEPTHRES - 1));
-#endif
-               tri->next = buf_transtri_list[i];
-               buf_transtri_list[i] = tri;
-               k++;
+               if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + k * 3 > max_verts)
+                       R_Mesh_Render();
+
+               currenttransmesh = 0;
+               currenttranstriangle = 0;
+               currenttransvertex = 0;
+
+               // note: can't batch these because they can be rendered in any order
+               // there can never be more transparent triangles than fit in main buffers
+               for (j = TRANSDEPTHRES - 1;j >= 0;j--)
+               {
+                       if ((tri = buf_transtri_list[j]))
+                       {
+                               while(tri)
+                               {
+                                       mesh = &buf_mesh[currentmesh++];
+                                       *mesh = *tri->mesh; // copy mesh properties
+                                       mesh->firstvert = currentvertex;
+                                       mesh->lastvert = currentvertex + 2;
+                                       mesh->firsttriangle = currenttriangle;
+                                       mesh->triangles = 1;
+                                       for (k = 0;k < 3;k++)
+                                       {
+                                               index = tri->index[k];
+                                               buf_tri[currenttriangle].index[k] = currentvertex;
+                                               memcpy(buf_vertex[currentvertex].v, buf_transvertex[index].v, sizeof(buf_vertex_t));
+                                               memcpy(buf_fcolor[currentvertex].c, buf_transfcolor[index].c, sizeof(buf_fcolor_t));
+                                               for (i = 0;i < backendunits && tri->mesh->textures[i];i++)
+                                                       memcpy(buf_texcoord[i][currentvertex].t, buf_transtexcoord[i][index].t, sizeof(buf_texcoord_t));
+                                               currentvertex++;
+                                       }
+                                       currenttriangle++;
+                                       tri = tri->next;
+                               }
+                       }
+               }
        }
+       else
+       {
+               int i, j, k;
+               float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
+               buf_vertex_t *vert1, *vert2, *vert3;
+               buf_transtri_t *tri;
+               buf_mesh_t *mesh;
+
+               // process and add transparent mesh triangles
+               if (!currenttranstriangle)
+                       return;
+
+               // map farclip to 0-4095 list range
+               centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
+               viewdistcompare = viewdist + 4.0f;
 
-       if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts)
-               R_Mesh_Render();
+               memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
 
-       // note: can't batch these because they can be rendered in any order
-       // there can never be more transparent triangles than fit in main buffers
-       memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
-       if (floatcolors)
+               // process in reverse because transtri_list adding code is in reverse as well
+               k = 0;
+               for (j = currenttranstriangle - 1;j >= 0;j--)
+               {
+                       tri = &buf_transtri[j];
+
+                       vert1 = &buf_transvertex[tri->index[0]];
+                       vert2 = &buf_transvertex[tri->index[1]];
+                       vert3 = &buf_transvertex[tri->index[2]];
+
+                       dist1 = DotProduct(vert1->v, vpn);
+                       dist2 = DotProduct(vert2->v, vpn);
+                       dist3 = DotProduct(vert3->v, vpn);
+
+                       maxdist = max(dist1, max(dist2, dist3));
+                       if (maxdist < viewdistcompare)
+                               continue;
+
+                       center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
+       #if SLOWMATH
+                       i = (int) center;
+                       i = bound(0, i, (TRANSDEPTHRES - 1));
+       #else
+                       if (center < 0.0f)
+                               center = 0.0f;
+                       center += 8388608.0f;
+                       i = *((long *)&center) & 0x7FFFFF;
+                       i = min(i, (TRANSDEPTHRES - 1));
+       #endif
+                       tri->next = buf_transtri_list[i];
+                       buf_transtri_list[i] = tri;
+                       k++;
+               }
+
+               if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts)
+                       R_Mesh_Render();
+
+               // note: can't batch these because they can be rendered in any order
+               // there can never be more transparent triangles than fit in main buffers
+               memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
                memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
-       else
-               memcpy(&buf_fcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t));
-       for (i = 0;i < backendunits;i++)
-               memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
+               for (i = 0;i < backendunits;i++)
+                       memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
 
-       for (j = TRANSDEPTHRES - 1;j >= 0;j--)
-       {
-               if ((tri = buf_transtri_list[j]))
+               for (j = TRANSDEPTHRES - 1;j >= 0;j--)
                {
-                       while(tri)
+                       if ((tri = buf_transtri_list[j]))
                        {
-                               mesh = &buf_mesh[currentmesh++];
-                               *mesh = *tri->mesh; // copy mesh properties
-                               buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex;
-                               buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex;
-                               buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex;
-                               mesh->firsttriangle = currenttriangle++;
-                               mesh->triangles = 1;
-                               tri = tri->next;
+                               while(tri)
+                               {
+                                       mesh = &buf_mesh[currentmesh++];
+                                       *mesh = *tri->mesh; // copy mesh properties
+                                       buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex;
+                                       buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex;
+                                       buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex;
+                                       mesh->firstvert = min(buf_tri[currenttriangle].index[0], min(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2]));
+                                       mesh->lastvert = max(buf_tri[currenttriangle].index[0], max(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2]));
+                                       mesh->firsttriangle = currenttriangle++;
+                                       mesh->triangles = 1;
+                                       tri = tri->next;
+                               }
                        }
                }
+               currentvertex += currenttransvertex;
+               currenttransmesh = 0;
+               currenttranstriangle = 0;
+               currenttransvertex = 0;
        }
-       currentvertex += currenttransvertex;
-       currenttransmesh = 0;
-       currenttranstriangle = 0;
-       currenttransvertex = 0;
 }
 
 void R_Mesh_Draw(const rmeshinfo_t *m)
 {
+       // these are static because gcc runs out of virtual registers otherwise
        static int i, j, *index, overbright;
-       static float c, *in, scaler, cr, cg, cb, ca;
+       static float *in, scaler;
+       static float cr, cg, cb, ca;
        static buf_mesh_t *mesh;
        static buf_vertex_t *vert;
        static buf_fcolor_t *fcolor;
-       static buf_bcolor_t *bcolor;
        static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
        static buf_transtri_t *tri;
-       static byte br, bg, bb, ba;
 
        if (m->index == NULL
         || !m->numtriangles
         || m->vertex == NULL
         || !m->numverts)
-               return;
+               return;
+       // ignore meaningless alpha meshs
+       if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
+       {
+               if (m->color)
+               {
+                       for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
+                               if (*in >= 0.01f)
+                                       break;
+                       if (i == m->numverts)
+                               return;
+               }
+               else if (m->ca < 0.01f)
+                       return;
+       }
 
        if (!backendactive)
-               Sys_Error("R_DrawMesh: called when backend is not active\n");
+               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+
+       scaler = 1;
+       if (m->blendfunc2 == GL_SRC_COLOR)
+       {
+               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+                       scaler *= 0.5f;
+       }
+       else
+       {
+               if (m->tex[0])
+               {
+                       overbright = gl_combine.integer;
+                       if (overbright)
+                               scaler *= 0.25f;
+               }
+               scaler *= overbrightscale;
+       }
 
        if (m->transparent)
        {
@@ -759,221 +1216,508 @@ void R_Mesh_Draw(const rmeshinfo_t *m)
                {
                        if (!transranout)
                        {
-                               Con_Printf("R_DrawMesh: ran out of room for transparent meshs\n");
+                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
                                transranout = true;
                        }
                        return;
                }
 
+               c_transmeshs++;
+               c_transtris += m->numtriangles;
                vert = &buf_transvertex[currenttransvertex];
                fcolor = &buf_transfcolor[currenttransvertex];
-               bcolor = &buf_transbcolor[currenttransvertex];
                for (i = 0;i < backendunits;i++)
                        texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
+
+               // transmesh is only for storage of transparent meshs until they
+               // are inserted into the main mesh array
+               mesh = &buf_transmesh[currenttransmesh++];
+
+               // transparent meshs are broken up into individual triangles which can
+               // be sorted by depth
+               index = m->index;
+               for (i = 0;i < m->numtriangles;i++)
+               {
+                       tri = &buf_transtri[currenttranstriangle++];
+                       tri->mesh = mesh;
+                       tri->index[0] = *index++ + currenttransvertex;
+                       tri->index[1] = *index++ + currenttransvertex;
+                       tri->index[2] = *index++ + currenttransvertex;
+               }
+
+               mesh->firstvert = currenttransvertex;
+               mesh->lastvert = currenttransvertex + m->numverts - 1;
+               currenttransvertex += m->numverts;
        }
        else
        {
                if (m->numtriangles > max_meshs || m->numverts > max_verts)
                {
-                       Con_Printf("R_DrawMesh: mesh too big for buffers\n");
+                       Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
                        return;
                }
 
                if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
                        R_Mesh_Render();
 
+               c_meshs++;
+               c_meshtris += m->numtriangles;
                vert = &buf_vertex[currentvertex];
                fcolor = &buf_fcolor[currentvertex];
-               bcolor = &buf_bcolor[currentvertex];
                for (i = 0;i < backendunits;i++)
                        texcoord[i] = &buf_texcoord[i][currentvertex];
-       }
 
-       // vertex array code is shared for transparent and opaque meshs
+               mesh = &buf_mesh[currentmesh++];
+               // opaque meshs are rendered directly
+               index = (int *)&buf_tri[currenttriangle];
+               mesh->firsttriangle = currenttriangle;
+               currenttriangle += m->numtriangles;
+               for (i = 0;i < m->numtriangles * 3;i++)
+                       index[i] = m->index[i] + currentvertex;
 
-       for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
-       {
-               vert[i].v[0] = in[0];
-               vert[i].v[1] = in[1];
-               vert[i].v[2] = in[2];
-               // push out farclip based on vertices encountered
-               c = DotProduct(vert[i].v, vpn);
-               if (meshfarclip < c)
-                       meshfarclip = c;
+               mesh->firstvert = currentvertex;
+               mesh->lastvert = currentvertex + m->numverts - 1;
+               currentvertex += m->numverts;
        }
 
-       scaler = 1;
-       if (m->blendfunc2 == GL_SRC_COLOR)
+       // code shared for transparent and opaque meshs
+       mesh->blendfunc1 = m->blendfunc1;
+       mesh->blendfunc2 = m->blendfunc2;
+       mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
+       mesh->depthtest = !m->depthdisable;
+       mesh->triangles = m->numtriangles;
+       j = -1;
+       for (i = 0;i < backendunits;i++)
        {
-               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
-                       scaler *= 0.5f;
+               if ((mesh->textures[i] = m->tex[i]))
+                       j = i;
+               mesh->texturergbscale[i] = m->texrgbscale[i];
+               if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
+                       mesh->texturergbscale[i] = 1;
        }
-       else
+       if (overbright && j >= 0)
+               mesh->texturergbscale[j] = 4;
+
+       if (m->vertexstep != sizeof(buf_vertex_t))
        {
-               if (m->tex[0])
+               for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
                {
-                       overbright = gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
+                       vert[i].v[0] = in[0];
+                       vert[i].v[1] = in[1];
+                       vert[i].v[2] = in[2];
                }
-               if (lighthalf)
-                       scaler *= 0.5f;
        }
+       else
+               memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
 
-       if (floatcolors)
+       if (m->color)
        {
-               if (m->color)
+               for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
                {
-                       for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
-                       {
-                               fcolor[i].c[0] = in[0] * scaler;
-                               fcolor[i].c[1] = in[1] * scaler;
-                               fcolor[i].c[2] = in[2] * scaler;
-                               fcolor[i].c[3] = in[3];
-                       }
-               }
-               else
-               {
-                       cr = m->cr * scaler;
-                       cg = m->cg * scaler;
-                       cb = m->cb * scaler;
-                       ca = m->ca;
-                       for (i = 0;i < m->numverts;i++)
-                       {
-                               fcolor[i].c[0] = cr;
-                               fcolor[i].c[1] = cg;
-                               fcolor[i].c[2] = cb;
-                               fcolor[i].c[3] = ca;
-                       }
+                       fcolor[i].c[0] = in[0] * scaler;
+                       fcolor[i].c[1] = in[1] * scaler;
+                       fcolor[i].c[2] = in[2] * scaler;
+                       fcolor[i].c[3] = in[3];
                }
        }
        else
        {
-               if (m->color)
-               {
-                       for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
-                       {
-                               // shift float to have 8bit fraction at base of number,
-                               // then read as integer and kill float bits...
-                               c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[0] = (byte) j;
-                               c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[1] = (byte) j;
-                               c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[2] = (byte) j;
-                               c = in[3]          + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[3] = (byte) j;
-                       }
-               }
-               else
+               cr = m->cr * scaler;
+               cg = m->cg * scaler;
+               cb = m->cb * scaler;
+               ca = m->ca;
+               for (i = 0;i < m->numverts;i++)
                {
-                       c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j;
-                       c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j;
-                       c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j;
-                       c = in[3]          + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j;
-                       for (i = 0;i < m->numverts;i++)
-                       {
-                               bcolor[i].c[0] = br;
-                               bcolor[i].c[1] = bg;
-                               bcolor[i].c[2] = bb;
-                               bcolor[i].c[3] = ba;
-                       }
+                       fcolor[i].c[0] = cr;
+                       fcolor[i].c[1] = cg;
+                       fcolor[i].c[2] = cb;
+                       fcolor[i].c[3] = ca;
                }
        }
 
        for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
        {
                if (j >= backendunits)
-                       Sys_Error("R_DrawMesh: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
-               for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
+                       Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+               if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
                {
-                       texcoord[j][i].t[0] = in[0];
-                       texcoord[j][i].t[1] = in[1];
+                       for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
+                       {
+                               texcoord[j][i].t[0] = in[0];
+                               texcoord[j][i].t[1] = in[1];
+                       }
                }
+               else
+                       memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
        }
+       #if 0
        for (;j < backendunits;j++)
+               memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
+       #endif
+}
+
+void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
+{
+       m->index = polyindexarray;
+       m->numverts = numverts;
+       m->numtriangles = numverts - 2;
+       if (m->numtriangles < 1)
        {
-               for (i = 0;i < m->numverts;i++)
-               {
-                       texcoord[j][i].t[0] = 0;
-                       texcoord[j][i].t[1] = 0;
-               }
+               Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
+               return;
        }
+       if (m->numtriangles >= 256)
+       {
+               Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
+               return;
+       }
+       R_Mesh_Draw(m);
+}
+
+// LordHavoc: this thing is evil, but necessary because decals account for so much overhead
+void R_Mesh_DrawDecal(const rmeshinfo_t *m)
+{
+       // these are static because gcc runs out of virtual registers otherwise
+       static int i, *index, overbright;
+       static float scaler;
+       static float cr, cg, cb, ca;
+       static buf_mesh_t *mesh;
+       static buf_vertex_t *vert;
+       static buf_fcolor_t *fcolor;
+       static buf_texcoord_t *texcoord;
+       static buf_transtri_t *tri;
+
+       if (!backendactive)
+               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+
+       scaler = 1;
+       if (m->tex[0])
+       {
+               overbright = gl_combine.integer;
+               if (overbright)
+                       scaler *= 0.25f;
+       }
+       scaler *= overbrightscale;
 
        if (m->transparent)
        {
-               // transmesh is only for storage of tranparent meshs until they
+               if (currenttransmesh >= max_meshs || (currenttranstriangle + 2) > max_meshs || (currenttransvertex + 4) > max_verts)
+               {
+                       if (!transranout)
+                       {
+                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
+                               transranout = true;
+                       }
+                       return;
+               }
+
+               c_transmeshs++;
+               c_transtris += 2;
+               vert = &buf_transvertex[currenttransvertex];
+               fcolor = &buf_transfcolor[currenttransvertex];
+               texcoord = &buf_transtexcoord[0][currenttransvertex];
+
+               // transmesh is only for storage of transparent meshs until they
                // are inserted into the main mesh array
                mesh = &buf_transmesh[currenttransmesh++];
                mesh->blendfunc1 = m->blendfunc1;
                mesh->blendfunc2 = m->blendfunc2;
                mesh->depthmask = false;
-               j = -1;
-               for (i = 0;i < backendunits;i++)
+               mesh->depthtest = true;
+               mesh->triangles = 2;
+               mesh->textures[0] = m->tex[0];
+               mesh->texturergbscale[0] = overbright ? 4 : 1;
+               for (i = 1;i < backendunits;i++)
                {
-                       if ((mesh->textures[i] = m->tex[i]))
-                               j = i;
-                       mesh->texturergbscale[i] = m->texrgbscale[i];
-                       if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
-                               mesh->texturergbscale[i] = 1;
+                       mesh->textures[i] = 0;
+                       mesh->texturergbscale[i] = 1;
                }
-               if (overbright && j >= 0)
-                       mesh->texturergbscale[j] = 4;
+               mesh->chain = NULL;
 
                // transparent meshs are broken up into individual triangles which can
                // be sorted by depth
                index = m->index;
-               for (i = 0;i < m->numtriangles;i++)
-               {
-                       tri = &buf_transtri[currenttranstriangle++];
-                       tri->mesh = mesh;
-                       tri->index[0] = *index++ + currenttransvertex;
-                       tri->index[1] = *index++ + currenttransvertex;
-                       tri->index[2] = *index++ + currenttransvertex;
-               }
-               currenttransvertex += m->numverts;
+               tri = &buf_transtri[currenttranstriangle++];
+               tri->mesh = mesh;
+               tri->index[0] = 0 + currenttransvertex;
+               tri->index[1] = 1 + currenttransvertex;
+               tri->index[2] = 2 + currenttransvertex;
+               tri = &buf_transtri[currenttranstriangle++];
+               tri->mesh = mesh;
+               tri->index[0] = 0 + currenttransvertex;
+               tri->index[1] = 2 + currenttransvertex;
+               tri->index[2] = 3 + currenttransvertex;
+
+               mesh->firstvert = currenttransvertex;
+               mesh->lastvert = currenttransvertex + 3;
+               currenttransvertex += 4;
        }
        else
        {
+               if (2 > max_meshs || 4 > max_verts)
+               {
+                       Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
+                       return;
+               }
+
+               if (currentmesh >= max_meshs || (currenttriangle + 2) > max_batch || (currentvertex + 4) > max_verts)
+                       R_Mesh_Render();
+
+               c_meshs++;
+               c_meshtris += 2;
+               vert = &buf_vertex[currentvertex];
+               fcolor = &buf_fcolor[currentvertex];
+               texcoord = &buf_texcoord[0][currentvertex];
+
                mesh = &buf_mesh[currentmesh++];
                mesh->blendfunc1 = m->blendfunc1;
                mesh->blendfunc2 = m->blendfunc2;
-               mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
+               mesh->depthmask = false;
+               mesh->depthtest = !m->depthdisable;
                mesh->firsttriangle = currenttriangle;
-               mesh->triangles = m->numtriangles;
-               j = -1;
-               for (i = 0;i < backendunits;i++)
+               mesh->triangles = 2;
+               mesh->textures[0] = m->tex[0];
+               mesh->texturergbscale[0] = overbright ? 4 : 1;
+               for (i = 1;i < backendunits;i++)
                {
-                       if ((mesh->textures[i] = m->tex[i]))
-                               j = i;
-                       mesh->texturergbscale[i] = m->texrgbscale[i];
-                       if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
-                               mesh->texturergbscale[i] = 1;
+                       mesh->textures[i] = 0;
+                       mesh->texturergbscale[i] = 1;
                }
-               if (overbright && j >= 0)
-                       mesh->texturergbscale[j] = 4;
 
                // opaque meshs are rendered directly
                index = (int *)&buf_tri[currenttriangle];
-               for (i = 0;i < m->numtriangles * 3;i++)
-                       index[i] = m->index[i] + currentvertex;
-               currenttriangle += m->numtriangles;
-               currentvertex += m->numverts;
+               index[0] = 0 + currentvertex;
+               index[1] = 1 + currentvertex;
+               index[2] = 2 + currentvertex;
+               index[3] = 0 + currentvertex;
+               index[4] = 2 + currentvertex;
+               index[5] = 3 + currentvertex;
+               mesh->firstvert = currentvertex;
+               mesh->lastvert = currentvertex + 3;
+               currenttriangle += 2;
+               currentvertex += 4;
        }
 
-       c_meshtris += m->numtriangles;
+       // buf_vertex_t must match the size of the decal vertex array (or vice versa)
+       memcpy(vert, m->vertex, 4 * sizeof(buf_vertex_t));
+
+       cr = m->cr * scaler;
+       cg = m->cg * scaler;
+       cb = m->cb * scaler;
+       ca = m->ca;
+       fcolor[0].c[0] = cr;
+       fcolor[0].c[1] = cg;
+       fcolor[0].c[2] = cb;
+       fcolor[0].c[3] = ca;
+       fcolor[1].c[0] = cr;
+       fcolor[1].c[1] = cg;
+       fcolor[1].c[2] = cb;
+       fcolor[1].c[3] = ca;
+       fcolor[2].c[0] = cr;
+       fcolor[2].c[1] = cg;
+       fcolor[2].c[2] = cb;
+       fcolor[2].c[3] = ca;
+       fcolor[3].c[0] = cr;
+       fcolor[3].c[1] = cg;
+       fcolor[3].c[2] = cb;
+       fcolor[3].c[3] = ca;
+
+       // buf_texcoord_t must be the same size as the decal texcoord array (or vice versa)
+       memcpy(&texcoord[0].t[0], m->texcoords[0], 4 * sizeof(buf_texcoord_t));
 }
 
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
+/*
+==============================================================================
+
+                                               SCREEN SHOTS
+
+==============================================================================
+*/
+
+float CalcFov (float fov_x, float width, float height);
+void R_ClearScreen(void);
+
+void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
 {
-       m->index = polyindexarray;
-       m->numverts = numverts;
-       m->numtriangles = numverts - 2;
-       if (m->numtriangles < 1)
+       int i;
+       byte *buffer;
+
+       buffer = Mem_Alloc(tempmempool, width*height*3);
+       glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+       CHECKGLERROR
+
+       // LordHavoc: compensate for v_overbrightbits when using hardware gamma
+       if (v_hwgamma.integer)
+               for (i = 0;i < width * height * 3;i++)
+                       buffer[i] <<= v_overbrightbits.integer;
+
+       Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+
+       Mem_Free(buffer);
+}
+
+/*
+==================
+SCR_ScreenShot_f
+==================
+*/
+void SCR_ScreenShot_f (void)
+{
+       int i;
+       char filename[16];
+       char checkname[MAX_OSPATH];
+//
+// find a file name to save it to
+//
+       strcpy(filename, "dp0000.tga");
+
+       for (i=0 ; i<=9999 ; i++)
        {
-               Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
+               filename[2] = (i/1000)%10 + '0';
+               filename[3] = (i/ 100)%10 + '0';
+               filename[4] = (i/  10)%10 + '0';
+               filename[5] = (i/   1)%10 + '0';
+               sprintf (checkname, "%s/%s", com_gamedir, filename);
+               if (Sys_FileTime(checkname) == -1)
+                       break;  // file doesn't exist
+       }
+       if (i==10000)
+       {
+               Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
+               return;
+       }
+
+       SCR_ScreenShot(filename, vid.realx, vid.realy, vid.realwidth, vid.realheight);
+       Con_Printf ("Wrote %s\n", filename);
+}
+
+/*
+===============
+R_Envmap_f
+
+Grab six views for environment mapping tests
+===============
+*/
+struct
+{
+       float angles[3];
+       char *name;
+}
+envmapinfo[6] =
+{
+       {{  0,   0, 0}, "ft"},
+       {{  0,  90, 0}, "rt"},
+       {{  0, 180, 0}, "bk"},
+       {{  0, 270, 0}, "lf"},
+       {{-90,  90, 0}, "up"},
+       {{ 90,  90, 0}, "dn"}
+};
+static void R_Envmap_f (void)
+{
+       int j, size;
+       char filename[256], basename[256];
+
+       if (Cmd_Argc() != 3)
+       {
+               Con_Printf ("envmap <basename> <size>: save out 6 cubic environment map images, usable with loadsky, note that size must one of 128, 256, 512, or 1024 and can't be bigger than your current resolution\n");
                return;
        }
-       if (m->numtriangles >= 256)
+
+       if (!r_render.integer)
+               return;
+
+       strcpy(basename, Cmd_Argv(1));
+       size = atoi(Cmd_Argv(2));
+       if (size != 128 && size != 256 && size != 512 && size != 1024)
        {
-               Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
+               Con_Printf("envmap: size must be one of 128, 256, 512, or 1024\n");
                return;
        }
-       R_Mesh_Draw(m);
+       if (size > vid.realwidth || size > vid.realheight)
+       {
+               Con_Printf("envmap: your resolution is not big enough to render that size\n");
+               return;
+       }
+
+       envmap = true;
+
+       r_refdef.x = 0;
+       r_refdef.y = 0;
+       r_refdef.width = size;
+       r_refdef.height = size;
+
+       r_refdef.fov_x = 90;
+       r_refdef.fov_y = 90;
+
+       for (j = 0;j < 6;j++)
+       {
+               sprintf(filename, "env/%s%s.tga", basename, envmapinfo[j].name);
+               VectorCopy(envmapinfo[j].angles, r_refdef.viewangles);
+               R_ClearScreen();
+               R_RenderView ();
+               SCR_ScreenShot(filename, vid.realx, vid.realy, size, size);
+       }
+
+       envmap = false;
+}
+
+//=============================================================================
+
+void R_ClearScreen(void)
+{
+       if (r_render.integer)
+       {
+               glClearColor(0,0,0,0);
+               CHECKGLERROR
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
+               CHECKGLERROR
+               if (gl_dither.integer)
+                       glEnable(GL_DITHER);
+               else
+                       glDisable(GL_DITHER);
+               CHECKGLERROR
+       }
+}
+
+/*
+==================
+SCR_UpdateScreen
+
+This is called every frame, and can also be called explicitly to flush
+text to the screen.
+==================
+*/
+void SCR_UpdateScreen (void)
+{
+       //Mem_CheckSentinelsGlobal();
+       //R_TimeReport("memtest");
+
+       glFinish ();
+       CHECKGLERROR
+
+       VID_Finish ();
+
+       R_TimeReport("finish");
+
+       if (gl_combine.integer && !gl_combine_extension)
+               Cvar_SetValue("gl_combine", 0);
+
+       lightscalebit = v_overbrightbits.integer;
+       if (gl_combine.integer && r_multitexture.integer)
+               lightscalebit += 2;
+
+       lightscale = 1.0f / (float) (1 << lightscalebit);
+       overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+
+       R_TimeReport("setup");
+
+       R_ClearScreen();
+
+       R_TimeReport("clear");
+
+       if (scr_conlines < vid.conheight)
+               R_RenderView();
+
+       // draw 2D stuff
+       R_DrawQueue();
 }