]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_poly.c
Forgot to update build number for 105 release
[xonotic/darkplaces.git] / gl_poly.c
index 78b6f5c85ed16139e5184cd29bd1e7d2b6254e83..1bc09e667dad2721548c366f28666c64f72715c7 100644 (file)
--- a/gl_poly.c
+++ b/gl_poly.c
@@ -4,38 +4,104 @@ transvert_t *transvert;
 transpoly_t *transpoly;
 unsigned short *transpolyindex;
 wallvert_t *wallvert;
+wallvertcolor_t *wallvertcolor;
 wallpoly_t *wallpoly;
 skyvert_t *skyvert;
 skypoly_t *skypoly;
 
-unsigned short currenttranspoly;
-unsigned short currenttransvert;
-unsigned short currentwallpoly;
-unsigned short currentwallvert;
-unsigned short currentskypoly;
-unsigned short currentskyvert;
+int currenttranspoly;
+int currenttransvert;
+int currentwallpoly;
+int currentwallvert;
+int currentskypoly;
+int currentskyvert;
 
-cvar_t gl_multitexture = {"gl_multitexture", "1"};
-cvar_t gl_vertexarrays = {"gl_vertexarrays", "1"};
+void LoadSky_f(void);
 
-void glpoly_init()
+cvar_t r_multitexture = {"r_multitexture", "1"};
+cvar_t r_skyquality = {"r_skyquality", "2", true};
+cvar_t r_mergesky = {"r_mergesky", "0", true};
+
+char skyworldname[1024];
+rtexture_t *mergeskytexture;
+rtexture_t *solidskytexture;
+rtexture_t *alphaskytexture;
+qboolean skyavailable_quake;
+qboolean skyavailable_box;
+
+void R_BuildSky (int scrollupper, int scrolllower);
+
+typedef struct translistitem_s
+{
+       transpoly_t *poly;
+       struct translistitem_s *next;
+}
+translistitem;
+
+translistitem translist[MAX_TRANSPOLYS];
+translistitem *currenttranslist;
+
+translistitem *translisthash[4096];
+
+float transviewdist; // distance of view origin along the view normal
+
+float transreciptable[256];
+
+void gl_poly_start(void)
+{
+       int i;
+       transvert = qmalloc(MAX_TRANSVERTS * sizeof(transvert_t));
+       transpoly = qmalloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
+       transpolyindex = qmalloc(MAX_TRANSPOLYS * sizeof(unsigned short));
+       wallvert = qmalloc(MAX_WALLVERTS * sizeof(wallvert_t));
+       wallvertcolor = qmalloc(MAX_WALLVERTS * sizeof(wallvertcolor_t));
+       wallpoly = qmalloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
+       skyvert = qmalloc(MAX_SKYVERTS * sizeof(skyvert_t));
+       skypoly = qmalloc(MAX_SKYPOLYS * sizeof(skypoly_t));
+       transreciptable[0] = 0.0f;
+       for (i = 1;i < 256;i++)
+               transreciptable[i] = 1.0f / i;
+}
+
+void gl_poly_shutdown(void)
+{
+       qfree(transvert);
+       qfree(transpoly);
+       qfree(transpolyindex);
+       qfree(wallvert);
+       qfree(wallvertcolor);
+       qfree(wallpoly);
+       qfree(skyvert);
+       qfree(skypoly);
+}
+
+void gl_poly_newmap(void)
 {
-       Cvar_RegisterVariable (&gl_multitexture);
-       Cvar_RegisterVariable (&gl_vertexarrays);
-       transvert = malloc(MAX_TRANSVERTS * sizeof(transvert_t));
-       transpoly = malloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
-       transpolyindex = malloc(MAX_TRANSPOLYS * sizeof(unsigned short));
-       wallvert = malloc(MAX_WALLVERTS * sizeof(wallvert_t));
-       wallpoly = malloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
-       skyvert = malloc(MAX_SKYVERTS * sizeof(skyvert_t));
-       skypoly = malloc(MAX_SKYPOLYS * sizeof(skypoly_t));
+       skyavailable_box = false;
+       skyavailable_quake = false;
+       if (!strcmp(skyworldname, cl.worldmodel->name))
+               skyavailable_quake = true;
 }
 
-void transpolyclear()
+void GL_Poly_Init(void)
+{
+       Cmd_AddCommand ("loadsky", &LoadSky_f);
+       Cvar_RegisterVariable (&r_multitexture);
+       Cvar_RegisterVariable (&r_skyquality);
+       Cvar_RegisterVariable (&r_mergesky);
+       R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown, gl_poly_newmap);
+}
+
+void transpolyclear(void)
 {
        currenttranspoly = currenttransvert = 0;
+       currenttranslist = translist;
+       memset(translisthash, 0, sizeof(translisthash));
+       transviewdist = DotProduct(r_origin, vpn);
 }
 
+// turned into a #define
+/*
 void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype)
 {
        if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
@@ -48,6 +114,7 @@ void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype
        transpoly[currenttranspoly].verts = 0;
 //     transpoly[currenttranspoly].ndist = 0; // clear the normal
 }
+*/
 
 // turned into a #define
 /*
@@ -70,206 +137,56 @@ void transpolyvert(float x, float y, float z, float s, float t, int r, int g, in
 }
 */
 
-void transpolyend()
+void transpolyend(void)
 {
-       if (currenttranspoly >= MAX_TRANSPOLYS)
+       float center, d, maxdist;
+       int i;
+       transvert_t *v;
+       if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
                return;
        if (transpoly[currenttranspoly].verts < 3) // skip invalid polygons
        {
                currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
                return;
        }
-       if (currenttransvert >= MAX_TRANSVERTS)
-               return;
-       currenttranspoly++;
-}
-
-int transpolyindices;
-void transpolyrenderminmax()
-{
-       int i, j, k, lastvert;
-       vec_t d, min, max, viewdist, s, average;
-       //vec_t ndist;
-       //vec3_t v1, v2, n;
-       transpolyindices = 0;
-       viewdist = DotProduct(r_refdef.vieworg, vpn);
-       for (i = 0;i < currenttranspoly;i++)
+       center = 0;
+       maxdist = -1000000000000000.0f; // eh, it's definitely behind it, so...
+       for (i = 0,v = &transvert[transpoly[currenttranspoly].firstvert];i < transpoly[currenttranspoly].verts;i++, v++)
        {
-               if (transpoly[i].verts < 3) // only process valid polygons
-                       continue;
-               min = 1000000;max = -1000000;
-               s = 1.0f / transpoly[i].verts;
-               lastvert = transpoly[i].firstvert + transpoly[i].verts;
-               average = 0;
-               for (j = transpoly[i].firstvert;j < lastvert;j++)
-               {
-                       d = DotProduct(transvert[j].v, vpn)-viewdist;
-                       if (d < min) min = d;
-                       if (d > max) max = d;
-                       average += d * s;
-               }
-               if (max < 4) // free to check here, so skip polys behind the view
-                       continue;
-               transpoly[i].distance = average;
-               /*
-               transpoly[i].mindistance = min;
-               transpoly[i].maxdistance = max;
-               // calculate normal (eek)
-               VectorSubtract(transvert[transpoly[i].firstvert  ].v, transvert[transpoly[i].firstvert+1].v, v1);
-               VectorSubtract(transvert[transpoly[i].firstvert+2].v, transvert[transpoly[i].firstvert+1].v, v2);
-               VectorNormalize(v1);
-               VectorNormalize(v2);
-               if (transpoly[i].verts > 3 && fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // colinear edges, find a better triple
-               {
-                       VectorSubtract(transvert[transpoly[i].firstvert + transpoly[i].verts - 1].v, transvert[transpoly[i].firstvert].v, v1);
-                       VectorSubtract(transvert[transpoly[i].firstvert + 1].v, transvert[transpoly[i].firstvert].v, v2);
-                       VectorNormalize(v1);
-                       VectorNormalize(v2);
-                       if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
-                               goto foundtriple;
-                       for (k = transpoly[i].firstvert + 2;k < (transpoly[i].firstvert + transpoly[i].verts - 1);k++)
-                       {
-                               VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
-                               VectorSubtract(transvert[k+1].v, transvert[k].v, v2);
-                               VectorNormalize(v1);
-                               VectorNormalize(v2);
-                               if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
-                                       goto foundtriple;
-                       }
-                       VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
-                       VectorSubtract(transvert[transpoly[i].firstvert].v, transvert[k].v, v2);
-                       VectorNormalize(v1);
-                       VectorNormalize(v2);
-                       if (fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // no good triples; the polygon is a line, skip it
-                               continue;
-               }
-foundtriple:
-               CrossProduct(v1, v2, n);
-               VectorNormalize(n);
-               ndist = DotProduct(transvert[transpoly[i].firstvert+1].v, n);
-               // sorted insert
-               for (j = 0;j < transpolyindices;j++)
-               {
-                       // easy cases
-                       if (transpoly[transpolyindex[j]].mindistance > max)
-                               continue;
-                       if (transpoly[transpolyindex[j]].maxdistance < min)
-                               break;
-                       // hard case, check side
-                       for (k = transpoly[transpolyindex[j]].firstvert;k < (transpoly[transpolyindex[j]].firstvert + transpoly[transpolyindex[j]].verts);k++)
-                               if (DotProduct(transvert[k].v, n) < ndist)
-                                       goto skip;
-                       break;
-skip:
-                       ;
-               }
-               */
-               // sorted insert
-               for (j = 0;j < transpolyindices;j++)
-                       if (transpoly[transpolyindex[j]].distance < average)
-                               break;
-               for (k = transpolyindices;k > j;k--)
-                       transpolyindex[k] = transpolyindex[k-1];
-               transpolyindices++;
-               transpolyindex[j] = i;
+               d = DotProduct(v->v, vpn);
+               center += d;
+               if (d > maxdist)
+                       maxdist = d;
        }
-}
-
-// LordHavoc: qsort compare function
-/*
-int transpolyqsort(const void *ia, const void *ib)
-{
-       transpoly_t *a, *b;
-       int i, j;
-       a = &transpoly[*((unsigned short *)ia)];
-       b = &transpoly[*((unsigned short *)ib)];
-       // easy cases
-       if (a->mindistance > b->mindistance && a->maxdistance > b->maxdistance)
-               return -1; // behind
-       if (a->mindistance < b->mindistance && a->maxdistance < b->maxdistance)
-               return 1; // infront
-       // hard case
-       if (!a->ndist)
+       maxdist -= transviewdist;
+       if (maxdist < 4.0f) // behind view
        {
-               // calculate normal (eek)
-               vec3_t v1, v2;
-               VectorSubtract(transvert[a->firstvert  ].v, transvert[a->firstvert+1].v, v1);
-               VectorSubtract(transvert[a->firstvert+2].v, transvert[a->firstvert+1].v, v2);
-               CrossProduct(v1, v2, a->n);
-               VectorNormalize(a->n);
-               a->ndist = DotProduct(transvert[a->firstvert  ].v, a->n);
+               currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
+               return;
        }
-       // check side
-       for (i = b->firstvert, j = 0;i < (b->firstvert + b->verts);i++)
-               j += DotProduct(transvert[i].v, a->n) < a->ndist; // (1) b is infront of a
-       if (j == 0)
-               return -1; // (-1) a is behind b
-       return j == b->verts; // (1) a is infront of b    (0) a and b intersect
-//     return (transpoly[*((unsigned short *)ib)].mindistance + transpoly[*((unsigned short *)ib)].maxdistance) - (transpoly[*((unsigned short *)ia)].mindistance + transpoly[*((unsigned short *)ia)].maxdistance);
+       center *= transreciptable[transpoly[currenttranspoly].verts];
+       center -= transviewdist;
+       i = bound(0, (int) center, 4095);
+       currenttranslist->next = translisthash[i];
+       currenttranslist->poly = transpoly + currenttranspoly;
+       translisthash[i] = currenttranslist;
+       currenttranslist++;
+       currenttranspoly++;
 }
-*/
 
-extern qboolean isG200;
-
-/*
-void transpolysort()
-{
-       int i, j, a;
-//     qsort(&transpolyindex[0], transpolyindices, sizeof(unsigned short), transpolyqsort);
-       a = true;
-       while(a)
-       {
-               a = false;
-               for (i = 1;i < transpolyindices;i++)
-               {
-                       // easy cases
-                       if (transpoly[transpolyindex[i - 1]].mindistance > transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance > transpoly[transpolyindex[i]].maxdistance)
-                               continue; // previous is behind (no swap)
-                       if (transpoly[transpolyindex[i - 1]].mindistance < transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance < transpoly[transpolyindex[i]].maxdistance)
-                               goto swap; // previous is infront (swap)
-                       // hard case
-*/
-                       /*
-                       if (!transpoly[transpolyindex[i - 1]].ndist)
-                       {
-                               // calculate normal (eek)
-                               vec3_t v1, v2;
-                               VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert  ].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v1);
-                               VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert+2].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v2);
-                               CrossProduct(v1, v2, transpoly[transpolyindex[i - 1]].n);
-                               VectorNormalize(transpoly[transpolyindex[i - 1]].n);
-                               transpoly[transpolyindex[i - 1]].ndist = DotProduct(transvert[transpoly[transpolyindex[i - 1]].firstvert  ].v, transpoly[transpolyindex[i - 1]].n);
-                       }
-                       if (DotProduct(transpoly[transpolyindex[i - 1]].n, vpn) >= 0.0f) // backface
-                               continue;
-                       */
-/*
-                       // check side
-                       for (i = transpoly[transpolyindex[i]].firstvert;i < (transpoly[transpolyindex[i]].firstvert + transpoly[transpolyindex[i]].verts);i++)
-                               if (DotProduct(transvert[i].v, transpoly[transpolyindex[i - 1]].n) >= transpoly[transpolyindex[i - 1]].ndist)
-                                       goto noswap; // previous is behind or they intersect
-swap:
-                       // previous is infront (swap)
-                       j = transpolyindex[i];
-                       transpolyindex[i] = transpolyindex[i - 1];
-                       transpolyindex[i - 1] = j;
-                       a = true;
-noswap:
-                       ;
-               }
-       }
-}
-*/
+int transpolyindices;
 
-void transpolyrender()
+void transpolyrender(void)
 {
        int i, j, tpolytype, texnum;
        transpoly_t *p;
-       if (currenttranspoly < 1)
+       if (!r_render.value)
                return;
-       transpolyrenderminmax();
-       if (transpolyindices < 1)
+       if (currenttranspoly < 1)
                return;
+//     transpolyrenderminmax();
+//     if (transpolyindices < 1)
+//             return;
        // testing
 //     Con_DPrintf("transpolyrender: %i polys %i infront %i vertices\n", currenttranspoly, transpolyindices, currenttransvert);
 //     if (transpolyindices >= 2)
@@ -278,21 +195,15 @@ void transpolyrender()
        glEnable(GL_BLEND);
        glShadeModel(GL_SMOOTH);
        glDepthMask(0); // disable zbuffer updates
-       if (isG200) // Matrox G200 cards can't handle per pixel alpha
-               glEnable(GL_ALPHA_TEST);
-       else
-               glDisable(GL_ALPHA_TEST);
-       // later note: wasn't working on my TNT drivers...  strangely...  used a cheaper hack in transpolyvert
-       //// offset by 16 depth units so decal sprites appear infront of walls
-       //glPolygonOffset(1, -16);
-       //glEnable(GL_POLYGON_OFFSET_FILL);
-       tpolytype = -1;
+       glDisable(GL_ALPHA_TEST);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       tpolytype = TPOLYTYPE_ALPHA;
        texnum = -1;
        /*
        if (gl_vertexarrays.value)
        {
                // set up the vertex array
-               qglInterleavedArrays(GL_T2F_C4UB_V3F, 0, transvert);
+               glInterleavedArrays(GL_T2F_C4UB_V3F, 0, transvert);
                for (i = 0;i < transpolyindices;i++)
                {
                        p = &transpoly[transpolyindex[i]];
@@ -312,14 +223,14 @@ void transpolyrender()
                                                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                }
                        }
-                       qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
+                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
                        if (p->glowtexnum)
                        {
                                texnum = p->glowtexnum; // highly unlikely to match next poly, but...
                                glBindTexture(GL_TEXTURE_2D, texnum);
                                tpolytype = TPOLYTYPE_ADD; // might match next poly
                                glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                               qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
+                               glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
                        }
                }
                glDisableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -330,157 +241,167 @@ void transpolyrender()
        */
        {
                int points = -1;
+               translistitem *item;
                transvert_t *vert;
-               for (i = 0;i < transpolyindices;i++)
+               for (i = 4095;i >= 0;i--)
                {
-                       p = &transpoly[transpolyindex[i]];
-                       if (p->texnum != texnum || p->verts != points || p->transpolytype != tpolytype)
-                       {
-                               glEnd();
-                               if (isG200)
-                               {
-                                       if (p->fogtexnum) // alpha
-                                               glEnable(GL_ALPHA_TEST);
-                                       else
-                                               glDisable(GL_ALPHA_TEST);
-                               }
-                               if (p->texnum != texnum)
-                               {
-                                       texnum = p->texnum;
-                                       glBindTexture(GL_TEXTURE_2D, texnum);
-                               }
-                               if (p->transpolytype != tpolytype)
-                               {
-                                       tpolytype = p->transpolytype;
-                                       if (tpolytype == TPOLYTYPE_ADD) // additive
-                                               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                                       else // alpha
-                                               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                               }
-                               points = p->verts;
-                               switch (points)
-                               {
-                               case 3:
-                                       glBegin(GL_TRIANGLES);
-                                       break;
-                               case 4:
-                                       glBegin(GL_QUADS);
-                                       break;
-                               default:
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       points = -1; // to force a reinit on the next poly
-                                       break;
-                               }
-                       }
-                       for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+                       item = translisthash[i];
+                       while (item)
                        {
-                               // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
-                               glTexCoord2f(vert->s, vert->t);
-                               // again, vector version isn't supported I think
-                               glColor4ub(vert->r, vert->g, vert->b, vert->a);
-                               glVertex3fv(vert->v);
-                       }
-                       if (p->glowtexnum)
-                       {
-                               glEnd();
-                               texnum = p->glowtexnum; // highly unlikely to match next poly, but...
-                               glBindTexture(GL_TEXTURE_2D, texnum);
-                               if (tpolytype != TPOLYTYPE_ADD)
+                               p = item->poly;
+                               item = item->next;
+                               if (p->texnum != texnum || p->verts != points || p->transpolytype != tpolytype)
                                {
-                                       tpolytype = TPOLYTYPE_ADD; // might match next poly
-                                       glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                                       glEnd();
+                                       if (isG200)
+                                       {
+                                               // LordHavoc: Matrox G200 cards can't handle per pixel alpha
+                                               if (p->fogtexnum)
+                                                       glEnable(GL_ALPHA_TEST);
+                                               else
+                                                       glDisable(GL_ALPHA_TEST);
+                                       }
+                                       if (p->texnum != texnum)
+                                       {
+                                               texnum = p->texnum;
+                                               glBindTexture(GL_TEXTURE_2D, texnum);
+                                       }
+                                       if (p->transpolytype != tpolytype)
+                                       {
+                                               tpolytype = p->transpolytype;
+                                               if (tpolytype == TPOLYTYPE_ADD) // additive
+                                                       glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                                               else // alpha
+                                                       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                                       }
+                                       points = p->verts;
+                                       switch (points)
+                                       {
+                                       case 3:
+                                               glBegin(GL_TRIANGLES);
+                                               break;
+                                       case 4:
+                                               glBegin(GL_QUADS);
+                                               break;
+                                       default:
+                                               glBegin(GL_POLYGON);
+                                               points = -1; // to force a reinit on the next poly
+                                               break;
+                                       }
                                }
-                               points = -1;
-                               glBegin(GL_TRIANGLE_FAN);
                                for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                {
-                                       glColor4ub(255,255,255,vert->a);
                                        // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
                                        glTexCoord2f(vert->s, vert->t);
+                                       // again, vector version isn't supported I think
+                                       glColor4ub(vert->r, vert->g, vert->b, vert->a);
                                        glVertex3fv(vert->v);
                                }
-                               glEnd();
-                       }
-                       if (fogenabled && p->transpolytype == TPOLYTYPE_ALPHA)
-                       {
-                               vec3_t diff;
-                               glEnd();
-                               points = -1; // to force a reinit on the next poly
-                               if (tpolytype != TPOLYTYPE_ALPHA)
+                               if (p->glowtexnum)
                                {
-                                       tpolytype = TPOLYTYPE_ALPHA; // probably matchs next poly
-                                       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                               }
-                               if (p->fogtexnum)
-                               {
-                                       if (texnum != p->fogtexnum) // highly unlikely to match next poly, but...
+                                       glEnd();
+                                       texnum = p->glowtexnum; // highly unlikely to match next poly, but...
+                                       glBindTexture(GL_TEXTURE_2D, texnum);
+                                       if (tpolytype != TPOLYTYPE_ADD)
                                        {
-                                               texnum = p->fogtexnum;
-                                               glBindTexture(GL_TEXTURE_2D, texnum);
+                                               tpolytype = TPOLYTYPE_ADD; // might match next poly
+                                               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
                                        }
-                                       glBegin(GL_TRIANGLE_FAN);
+                                       points = -1;
+                                       glBegin(GL_POLYGON);
                                        for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                        {
-                                               VectorSubtract(vert->v, r_refdef.vieworg,diff);
+                                               glColor4ub(255,255,255,vert->a);
+                                               // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
                                                glTexCoord2f(vert->s, vert->t);
-                                               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
                                                glVertex3fv(vert->v);
                                        }
-                                       glEnd ();
+                                       glEnd();
                                }
-                               else
+                               if (fogenabled && p->transpolytype == TPOLYTYPE_ALPHA)
                                {
-                                       glDisable(GL_TEXTURE_2D);
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+                                       vec3_t diff;
+                                       glEnd();
+                                       points = -1; // to force a reinit on the next poly
+                                       if (tpolytype != TPOLYTYPE_ALPHA)
                                        {
-                                               VectorSubtract(vert->v, r_refdef.vieworg,diff);
-                                               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
-                                               glVertex3fv(vert->v);
+                                               tpolytype = TPOLYTYPE_ALPHA; // probably matchs next poly
+                                               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                                       }
+                                       if (p->fogtexnum)
+                                       {
+                                               if (texnum != p->fogtexnum) // highly unlikely to match next poly, but...
+                                               {
+                                                       texnum = p->fogtexnum;
+                                                       glBindTexture(GL_TEXTURE_2D, texnum);
+                                               }
+                                               glBegin(GL_POLYGON);
+                                               for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+                                               {
+                                                       VectorSubtract(vert->v, r_origin, diff);
+                                                       glTexCoord2f(vert->s, vert->t);
+                                                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
+                                                       glVertex3fv(vert->v);
+                                               }
+                                               glEnd ();
+                                       }
+                                       else
+                                       {
+                                               glDisable(GL_TEXTURE_2D);
+                                               glBegin(GL_POLYGON);
+                                               for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+                                               {
+                                                       VectorSubtract(vert->v, r_origin, diff);
+                                                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
+                                                       glVertex3fv(vert->v);
+                                               }
+                                               glEnd ();
+                                               glEnable(GL_TEXTURE_2D);
                                        }
-                                       glEnd ();
-                                       glEnable(GL_TEXTURE_2D);
                                }
                        }
                }
                glEnd();
        }
 
-       //glDisable(GL_POLYGON_OFFSET_FILL);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDepthMask(1); // enable zbuffer updates
        glDisable(GL_ALPHA_TEST);
 }
 
-void wallpolyclear()
+void wallpolyclear(void)
 {
        currentwallpoly = currentwallvert = 0;
 }
 
-extern qboolean lighthalf;
-void wallpolyrender()
+void wallpolyrender(void)
 {
        int i, j, texnum, lighttexnum;
        wallpoly_t *p;
        wallvert_t *vert;
+       wallvertcolor_t *vertcolor;
+       if (!r_render.value)
+               return;
        if (currentwallpoly < 1)
                return;
+       c_brush_polys += currentwallpoly;
        // testing
        //Con_DPrintf("wallpolyrender: %i polys %i vertices\n", currentwallpoly, currentwallvert);
        if (!gl_mtexable)
-               gl_multitexture.value = 0;
+               r_multitexture.value = 0;
        glDisable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glShadeModel(GL_FLAT);
        // make sure zbuffer is enabled
        glEnable(GL_DEPTH_TEST);
-       glDisable(GL_ALPHA_TEST);
+//     glDisable(GL_ALPHA_TEST);
        glDepthMask(1);
        glColor3f(1,1,1);
        if (r_fullbright.value) // LordHavoc: easy to do fullbright...
        {
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
                texnum = -1;
-               for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
                {
                        if (p->texnum != texnum)
                        {
@@ -489,15 +410,15 @@ void wallpolyrender()
                        }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       for (j=0 ; j<p->numverts ; j++, vert++)
                        {
-                               glTexCoord2f (vert->s, vert->t);
+                               glTexCoord2f (vert->vert[3], vert->vert[4]);
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
                }
        }
-       else if (gl_multitexture.value)
+       else if (r_multitexture.value)
        {
                qglSelectTexture(gl_mtex_enum+0);
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
@@ -507,23 +428,23 @@ void wallpolyrender()
                glEnable(GL_TEXTURE_2D);
                texnum = -1;
                lighttexnum = -1;
-               for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
                {
-//                     if (p->texnum != texnum || p->lighttexnum != lighttexnum)
-//                     {
+                       if (p->texnum != texnum || p->lighttexnum != lighttexnum)
+                       {
                                texnum = p->texnum;
                                lighttexnum = p->lighttexnum;
                                qglSelectTexture(gl_mtex_enum+0);
                                glBindTexture(GL_TEXTURE_2D, texnum);
                                qglSelectTexture(gl_mtex_enum+1);
                                glBindTexture(GL_TEXTURE_2D, lighttexnum);
-//                     }
+                       }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       for (j=0 ; j<p->numverts ; j++, vert++)
                        {
-                               qglMTexCoord2f(gl_mtex_enum, vert->s, vert->t); // texture
-                               qglMTexCoord2f((gl_mtex_enum+1), vert->u, vert->v); // lightmap
+                               qglMTexCoord2f(gl_mtex_enum, vert->vert[3], vert->vert[4]); // texture
+                               qglMTexCoord2f((gl_mtex_enum+1), vert->vert[5], vert->vert[6]); // lightmap
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
@@ -540,7 +461,7 @@ void wallpolyrender()
                // first do the textures
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
                texnum = -1;
-               for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
                {
                        if (p->texnum != texnum)
                        {
@@ -549,9 +470,9 @@ void wallpolyrender()
                        }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       for (j=0 ; j<p->numverts ; j++, vert++)
                        {
-                               glTexCoord2f (vert->s, vert->t);
+                               glTexCoord2f (vert->vert[3], vert->vert[4]);
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
@@ -561,7 +482,7 @@ void wallpolyrender()
                glBlendFunc(GL_ZERO, GL_SRC_COLOR);
                glEnable(GL_BLEND);
                texnum = -1;
-               for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
                {
                        if (p->lighttexnum != texnum)
                        {
@@ -570,25 +491,58 @@ void wallpolyrender()
                        }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       for (j=0 ; j<p->numverts ; j++, vert++)
                        {
-                               glTexCoord2f (vert->u, vert->v);
+                               glTexCoord2f (vert->vert[5], vert->vert[6]);
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
                }
        }
-       // render glow textures
+       // switch to additive mode settings
        glDepthMask(0);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glBlendFunc(GL_ONE, GL_ONE);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE);
        glEnable(GL_BLEND);
+//     glDisable(GL_ALPHA_TEST);
+       glShadeModel(GL_SMOOTH);
+       // render vertex lit overlays ontop
+       texnum = -1;
+       for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
+       {
+               if (!p->lit)
+                       continue;
+               for (j = 0,vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vertcolor++)
+                       if (vertcolor->r || vertcolor->g || vertcolor->b)
+                               goto lit;
+               continue;
+lit:
+               c_light_polys++;
+               if (p->texnum != texnum)
+               {
+                       texnum = p->texnum;
+                       glBindTexture(GL_TEXTURE_2D, texnum);
+               }
+               glBegin(GL_POLYGON);
+               for (j = 0,vert = &wallvert[p->firstvert], vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vert++, vertcolor++)
+               {
+                       // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
+                       glTexCoord2f(vert->vert[3], vert->vert[4]);
+                       // again, vector version isn't supported I think
+                       glColor3ub(vertcolor->r, vertcolor->g, vertcolor->b);
+                       glVertex3fv(vert->vert);
+               }
+               glEnd();
+       }
+       // render glow textures
+       glShadeModel(GL_FLAT);
+       glBlendFunc(GL_ONE, GL_ONE);
        if (lighthalf)
                glColor3f(0.5,0.5,0.5);
        else
                glColor3f(1,1,1);
        texnum = -1;
-       for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+       for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
        {
                if (!p->glowtexnum)
                        continue;
@@ -599,12 +553,12 @@ void wallpolyrender()
                }
                vert = &wallvert[p->firstvert];
                glBegin(GL_POLYGON);
-               for (j=0 ; j<p->verts ; j++, vert++)
+               for (j=0 ; j<p->numverts ; j++, vert++)
                {
-                       glTexCoord2f (vert->s, vert->t);
+                       glTexCoord2f (vert->vert[3], vert->vert[4]);
                        glVertex3fv (vert->vert);
                }
-               glEnd ();
+               glEnd();
        }
        glColor3f(1,1,1);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -617,9 +571,9 @@ void wallpolyrender()
                {
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       for (j=0 ; j<p->numverts ; j++, vert++)
                        {
-                               VectorSubtract(vert->vert, r_refdef.vieworg,diff);
+                               VectorSubtract(vert->vert, r_origin, diff);
                                glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
                                glVertex3fv (vert->vert);
                        }
@@ -627,41 +581,569 @@ void wallpolyrender()
                }
                glEnable(GL_TEXTURE_2D);
        }
+       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+//     glDisable(GL_ALPHA_TEST);
+       glShadeModel(GL_SMOOTH);
        glDisable(GL_BLEND);
        glDepthMask(1);
 }
 
-void skypolyclear()
+int skyrendersphere;
+int skyrenderbox;
+int skyrenderglquakepolys;
+int skyrendertwolayers;
+
+void skypolyclear(void)
 {
        currentskypoly = currentskyvert = 0;
+       skyrendersphere = false;
+       skyrenderbox = false;
+       skyrenderglquakepolys = false;
+       skyrendertwolayers = false;
+       if (r_skyquality.value >= 1 && !fogenabled)
+       {
+               if (skyavailable_box)
+                       skyrenderbox = true;
+               else if (skyavailable_quake)
+               {
+                       switch((int) r_skyquality.value)
+                       {
+                       case 1:
+                               skyrenderglquakepolys = true;
+                               break;
+                       case 2:
+                               skyrenderglquakepolys = true;
+                               skyrendertwolayers = true;
+                               break;
+                       case 3:
+                               skyrendersphere = true;
+                               break;
+                       default:
+                       case 4:
+                               skyrendersphere = true;
+                               skyrendertwolayers = true;
+                               break;
+                       }
+               }
+       }
+       if (r_mergesky.value && (skyrenderglquakepolys || skyrendersphere))
+       {
+               skyrendertwolayers = false;
+//             R_BuildSky((int) (cl.time * 8.0), (int) (cl.time * 16.0));
+//             R_BuildSky((int) (cl.time * -8.0), 0);
+               R_BuildSky(0, (int) (cl.time * 8.0));
+       }
+
 }
 
-extern qboolean isATI;
-void skypolyrender()
+void skypolyrender(void)
 {
        int i, j;
        skypoly_t *p;
        skyvert_t *vert;
+       float length, speedscale;
+       vec3_t dir;
+       if (!r_render.value)
+               return;
        if (currentskypoly < 1)
                return;
-       // testing
-//     Con_DPrintf("skypolyrender: %i polys %i vertices\n", currentskypoly, currentskyvert);
-       glDisable(GL_TEXTURE_2D);
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glDisable(GL_ALPHA_TEST);
+//     glDisable(GL_ALPHA_TEST);
        glDisable(GL_BLEND);
        // make sure zbuffer is enabled
        glEnable(GL_DEPTH_TEST);
        glDepthMask(1);
-       glColor3fv(fogcolor); // note: gets rendered over by sky if fog is not enabled
-       for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
+       if (skyrenderglquakepolys)
        {
-               vert = &skyvert[p->firstvert];
-               glBegin(GL_POLYGON);
-               for (j=0 ; j<p->verts ; j++, vert++)
-                       glVertex3fv (vert->v);
-               glEnd ();
+               if (r_mergesky.value)
+                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture)); // both layers in one texture
+               else
+                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
+               glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex[0]);
+               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+               glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
+               glEnableClientState(GL_VERTEX_ARRAY);
+               if(lighthalf)
+                       glColor3f(0.5f, 0.5f, 0.5f);
+               else
+                       glColor3f(1.0f,1.0f,1.0f);
+               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+               glEnable(GL_TEXTURE_2D);
+               glDisable(GL_BLEND);
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               if (r_mergesky.value)
+               {
+                       speedscale = cl.time * (8.0/128.0);
+                       speedscale -= (int)speedscale;
+               }
+               else
+               {
+                       speedscale = cl.time * (8.0/128.0);
+                       speedscale -= (int)speedscale;
+               }
+               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+               {
+                       vert = skyvert + p->firstvert;
+                       for (j = 0;j < p->verts;j++, vert++)
+                       {
+                               VectorSubtract (vert->v, r_origin, dir);
+                               // flatten the sphere
+                               dir[2] *= 3;
+
+                               length = 3.0f / sqrt(DotProduct(dir, dir));
+
+                               vert->tex[0] = speedscale + dir[0] * length;
+                               vert->tex[1] = speedscale + dir[1] * length;
+                       }
+               }
+               GL_LockArray(0, currentskyvert);
+               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+               GL_UnlockArray();
+               if (skyrendertwolayers)
+               {
+                       glEnable(GL_BLEND);
+                       glDepthMask(0);
+                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
+                       speedscale = cl.time * (16.0 / 128.0);
+                       speedscale -= (int)speedscale;
+                       for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                       {
+                               vert = skyvert + p->firstvert;
+                               for (j = 0;j < p->verts;j++, vert++)
+                               {
+                                       VectorSubtract (vert->v, r_origin, dir);
+                                       // flatten the sphere
+                                       dir[2] *= 3;
+
+                                       length = 3.0f / sqrt(DotProduct(dir, dir));
+
+                                       vert->tex[0] = speedscale + dir[0] * length;
+                                       vert->tex[1] = speedscale + dir[1] * length;
+                               }
+                       }
+                       GL_LockArray(0, currentskyvert);
+                       for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                               glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+                       GL_UnlockArray();
+                       glDisable(GL_BLEND);
+               }
+               glColor3f(1,1,1);
+               glDepthMask(1);
+               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+               glDisableClientState(GL_VERTEX_ARRAY);
        }
-       glColor3f(1,1,1);
-       glEnable(GL_TEXTURE_2D);
+       else
+       {
+               glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
+               glEnableClientState(GL_VERTEX_ARRAY);
+               glDisable(GL_TEXTURE_2D);
+               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+               // note: this color is not seen if skyrendersphere or skyrenderbox is on
+               glColor3fv(fogcolor);
+               GL_LockArray(0, currentskyvert);
+               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+               GL_UnlockArray();
+               glColor3f(1,1,1);
+               glEnable(GL_TEXTURE_2D);
+               glDisableClientState(GL_VERTEX_ARRAY);
+       }
+}
+
+static char skyname[256];
+
+/*
+==================
+R_SetSkyBox
+==================
+*/
+char   *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
+rtexture_t *skyboxside[6];
+int R_SetSkyBox(char *sky)
+{
+       int             i;
+       char    name[1024];
+       byte*   image_rgba;
+
+       if (strcmp(sky, skyname) == 0) // no change
+               return true;
+
+       if (strlen(sky) > 1000)
+       {
+               Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(sky));
+               return false;
+       }
+
+       skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
+       skyavailable_box = false;
+       skyname[0] = 0;
+
+       if (!sky[0])
+               return true;
+
+       for (i = 0;i < 6;i++)
+       {
+               sprintf (name, "env/%s%s", sky, suf[i]);
+               if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
+               {
+                       sprintf (name, "gfx/env/%s%s", sky, suf[i]);
+                       if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
+                       {
+                               Con_Printf ("Couldn't load %s\n", name);
+                               continue;
+                       }
+               }
+               skyboxside[i] = R_LoadTexture(va("skyboxside%d", i), image_width, image_height, image_rgba, TEXF_RGBA | TEXF_PRECACHE);
+               qfree(image_rgba);
+       }
+
+       if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
+       {
+               skyavailable_box = true;
+               strcpy(skyname, sky);
+               return true;
+       }
+       return false;
+}
+
+// LordHavoc: added LoadSky console command
+void LoadSky_f (void)
+{
+       switch (Cmd_Argc())
+       {
+       case 1:
+               if (skyname[0])
+                       Con_Printf("current sky: %s\n", skyname);
+               else
+                       Con_Printf("no skybox has been set\n");
+               break;
+       case 2:
+               if (R_SetSkyBox(Cmd_Argv(1)))
+               {
+                       if (skyname[0])
+                               Con_Printf("skybox set to %s\n", skyname);
+                       else
+                               Con_Printf("skybox disabled\n");
+               }
+               else
+                       Con_Printf("failed to load skybox %s\n", Cmd_Argv(1));
+               break;
+       default:
+               Con_Printf("usage: loadsky skyname\n");
+               break;
+       }
+}
+
+#define R_SkyBoxPolyVec(s,t,x,y,z) \
+       glTexCoord2f((s) * (254.0f/256.0f) + (1.0f/256.0f), (t) * (254.0f/256.0f) + (1.0f/256.0f));\
+       glVertex3f((x) * 1024.0 + r_origin[0], (y) * 1024.0 + r_origin[1], (z) * 1024.0 + r_origin[2]);
+
+void R_SkyBox(void)
+{
+       glDisable(GL_DEPTH_TEST);
+       glDepthMask(0);
+       glDisable (GL_BLEND);
+       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       if (lighthalf)
+               glColor3f(0.5,0.5,0.5);
+       else
+               glColor3f(1,1,1);
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[3])); // front
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0,  1, -1,  1);
+       R_SkyBoxPolyVec(1, 1,  1, -1, -1);
+       R_SkyBoxPolyVec(0, 1,  1,  1, -1);
+       R_SkyBoxPolyVec(0, 0,  1,  1,  1);
+       glEnd();
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[1])); // back
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0, -1,  1,  1);
+       R_SkyBoxPolyVec(1, 1, -1,  1, -1);
+       R_SkyBoxPolyVec(0, 1, -1, -1, -1);
+       R_SkyBoxPolyVec(0, 0, -1, -1,  1);
+       glEnd();
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[0])); // right
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0,  1,  1,  1);
+       R_SkyBoxPolyVec(1, 1,  1,  1, -1);
+       R_SkyBoxPolyVec(0, 1, -1,  1, -1);
+       R_SkyBoxPolyVec(0, 0, -1,  1,  1);
+       glEnd();
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[2])); // left
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0, -1, -1,  1);
+       R_SkyBoxPolyVec(1, 1, -1, -1, -1);
+       R_SkyBoxPolyVec(0, 1,  1, -1, -1);
+       R_SkyBoxPolyVec(0, 0,  1, -1,  1);
+       glEnd();
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[4])); // up
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0,  1, -1,  1);
+       R_SkyBoxPolyVec(1, 1,  1,  1,  1);
+       R_SkyBoxPolyVec(0, 1, -1,  1,  1);
+       R_SkyBoxPolyVec(0, 0, -1, -1,  1);
+       glEnd();
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[5])); // down
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0,  1,  1, -1);
+       R_SkyBoxPolyVec(1, 1,  1, -1, -1);
+       R_SkyBoxPolyVec(0, 1, -1, -1, -1);
+       R_SkyBoxPolyVec(0, 0, -1,  1, -1);
+       glEnd();
+       glDepthMask(1);
+       glEnable (GL_DEPTH_TEST);
+       glColor3f (1,1,1);
+}
+
+float skysphereouter[33*33*5];
+float skysphereinner[33*33*5];
+int skysphereindices[32*32*6];
+void skyspherecalc(float *sphere, float dx, float dy, float dz)
+{
+       float a, b, x, ax, ay, v[3], length;
+       int i, j, *index;
+       for (a = 0;a <= 1;a += (1.0 / 32.0))
+       {
+               ax = cos(a * M_PI * 2);
+               ay = -sin(a * M_PI * 2);
+               for (b = 0;b <= 1;b += (1.0 / 32.0))
+               {
+                       x = cos(b * M_PI * 2);
+                       v[0] = ax*x * dx;
+                       v[1] = ay*x * dy;
+                       v[2] = -sin(b * M_PI * 2) * dz;
+                       length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
+                       *sphere++ = v[0] * length;
+                       *sphere++ = v[1] * length;
+                       *sphere++ = v[0];
+                       *sphere++ = v[1];
+                       *sphere++ = v[2];
+               }
+       }
+       index = skysphereindices;
+       for (j = 0;j < 32;j++)
+       {
+               for (i = 0;i < 32;i++)
+               {
+                       *index++ =  j      * 33 + i;
+                       *index++ =  j      * 33 + i + 1;
+                       *index++ = (j + 1) * 33 + i;
+
+                       *index++ =  j      * 33 + i + 1;
+                       *index++ = (j + 1) * 33 + i + 1;
+                       *index++ = (j + 1) * 33 + i;
+               }
+               i++;
+       }
+}
+
+void skysphere(float *source, float s)
+{
+       float vert[33*33][4], tex[33*33][2], *v, *t;
+       int i;
+       v = &vert[0][0];
+       t = &tex[0][0];
+       for (i = 0;i < (33*33);i++)
+       {
+               *t++ = *source++ + s;
+               *t++ = *source++ + s;
+               *v++ = *source++ + r_origin[0];
+               *v++ = *source++ + r_origin[1];
+               *v++ = *source++ + r_origin[2];
+               *v++ = 0;
+       }
+       glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex);
+       glVertexPointer(3, GL_FLOAT, sizeof(float) * 4, vert);
+       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+       glEnableClientState(GL_VERTEX_ARRAY);
+       GL_LockArray(0, 32*32*6);
+       glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
+       GL_UnlockArray();
+       glDisableClientState(GL_VERTEX_ARRAY);
+       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+void R_SkySphere(void)
+{
+       float speedscale;
+       static qboolean skysphereinitialized = false;
+       if (!skysphereinitialized)
+       {
+               skysphereinitialized = true;
+               skyspherecalc(skysphereouter, 1024, 1024, 1024 / 3);
+               skyspherecalc(skysphereinner, 1024, 1024, 1024 / 3);
+       }
+       glDisable(GL_DEPTH_TEST);
+       glDepthMask(0);
+       glDisable (GL_BLEND);
+       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       if (lighthalf)
+               glColor3f(0.5,0.5,0.5);
+       else
+               glColor3f(1,1,1);
+       if (r_mergesky.value)
+       {
+               glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture)); // both layers in one texture
+               speedscale = cl.time*8.0/128.0;
+               speedscale -= (int)speedscale;
+               skysphere(skysphereouter, speedscale);
+       }
+       else
+       {
+               glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
+               speedscale = cl.time*8.0/128.0;
+               speedscale -= (int)speedscale;
+               skysphere(skysphereouter, speedscale);
+               if (skyrendertwolayers)
+               {
+                       glEnable (GL_BLEND);
+                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
+                       speedscale = cl.time*16.0/128.0;
+                       speedscale -= (int)speedscale;
+                       skysphere(skysphereinner, speedscale);
+                       glDisable (GL_BLEND);
+               }
+       }
+       glDepthMask(1);
+       glEnable (GL_DEPTH_TEST);
+       glColor3f (1,1,1);
+}
+
+void R_Sky(void)
+{
+       if (!r_render.value)
+               return;
+       if (skyrendersphere)
+               R_SkySphere();
+       else if (skyrenderbox)
+               R_SkyBox();
+}
+
+//===============================================================
+
+byte skyupperlayerpixels[128*128*4];
+byte skylowerlayerpixels[128*128*4];
+byte skymergedpixels[128*128*4];
+
+void R_BuildSky (int scrollupper, int scrolllower)
+{
+       int x, y, ux, uy, lx, ly;
+       byte *m, *u, *l;
+       m = skymergedpixels;
+       for (y = 0;y < 128;y++)
+       {
+               uy = (y + scrollupper) & 127;
+               ly = (y + scrolllower) & 127;
+               for (x = 0;x < 128;x++)
+               {
+                       ux = (x + scrollupper) & 127;
+                       lx = (x + scrolllower) & 127;
+                       u = &skyupperlayerpixels[(uy * 128 + ux) * 4];
+                       l = &skylowerlayerpixels[(ly * 128 + lx) * 4];
+                       if (l[3])
+                       {
+                               if (l[3] == 255)
+                                       *((int *)m) = *((int *)l);
+                               else
+                               {
+                                       m[0] = ((((int) l[0] - (int) u[0]) * (int) l[3]) >> 8) + (int) u[0];
+                                       m[1] = ((((int) l[1] - (int) u[1]) * (int) l[3]) >> 8) + (int) u[1];
+                                       m[2] = ((((int) l[2] - (int) u[2]) * (int) l[3]) >> 8) + (int) u[2];
+                                       m[3] = 255;
+                               }
+                       }
+                       else
+                               *((int *)m) = *((int *)u);
+                       m += 4;
+               }
+       }
+       // FIXME: implement generated texture callbacks to speed this up?  (skip identifier lookup, CRC, memcpy, etc)
+       if (mergeskytexture)
+       {
+               glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture));
+               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, skymergedpixels);
+       }
+       else
+               mergeskytexture = R_LoadTexture("mergedskytexture", 128, 128, skymergedpixels, TEXF_RGBA | TEXF_ALWAYSPRECACHE);
+}
+
+/*
+=============
+R_InitSky
+
+A sky texture is 256*128, with the right side being a masked overlay
+==============
+*/
+void R_InitSky (byte *src, int bytesperpixel)
+{
+       int                     i, j, p;
+       unsigned        trans[128*128];
+       unsigned        transpix;
+       int                     r, g, b;
+       unsigned        *rgba;
+
+       if (!isworldmodel)
+               return;
+
+       strcpy(skyworldname, loadmodel->name);
+       if (bytesperpixel == 4)
+       {
+               for (i = 0;i < 128;i++)
+                       for (j = 0;j < 128;j++)
+                               trans[(i*128) + j] = src[i*256+j+128];
+       }
+       else
+       {
+               // make an average value for the back to avoid
+               // a fringe on the top level
+               r = g = b = 0;
+               for (i=0 ; i<128 ; i++)
+               {
+                       for (j=0 ; j<128 ; j++)
+                       {
+                               p = src[i*256 + j + 128];
+                               rgba = &d_8to24table[p];
+                               trans[(i*128) + j] = *rgba;
+                               r += ((byte *)rgba)[0];
+                               g += ((byte *)rgba)[1];
+                               b += ((byte *)rgba)[2];
+                       }
+               }
+
+               ((byte *)&transpix)[0] = r/(128*128);
+               ((byte *)&transpix)[1] = g/(128*128);
+               ((byte *)&transpix)[2] = b/(128*128);
+               ((byte *)&transpix)[3] = 0;
+       }
+
+       memcpy(skyupperlayerpixels, trans, 128*128*4);
+
+       solidskytexture = R_LoadTexture ("sky_solidtexture", 128, 128, (byte *) trans, TEXF_RGBA | TEXF_PRECACHE);
+
+       if (bytesperpixel == 4)
+       {
+               for (i = 0;i < 128;i++)
+                       for (j = 0;j < 128;j++)
+                               trans[(i*128) + j] = src[i*256+j];
+       }
+       else
+       {
+               for (i=0 ; i<128 ; i++)
+               {
+                       for (j=0 ; j<128 ; j++)
+                       {
+                               p = src[i*256 + j];
+                               if (p == 0)
+                                       trans[(i*128) + j] = transpix;
+                               else
+                                       trans[(i*128) + j] = d_8to24table[p];
+                       }
+               }
+       }
+
+       memcpy(skylowerlayerpixels, trans, 128*128*4);
+
+       alphaskytexture = R_LoadTexture ("sky_alphatexture", 128, 128, (byte *) trans, TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
 }