4 cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
5 cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
6 cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
7 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
8 cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
10 cvar_t r_render = {0, "r_render", "1"};
11 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
12 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
14 // this is used to increase gl_mesh_maxtriangles automatically if a mesh was
15 // too large for the buffers in the previous frame
16 int overflowedverts = 0;
17 // increase transtriangles automatically too
18 int overflowedtransverts = 0;
20 int gl_maxdrawrangeelementsvertices;
21 int gl_maxdrawrangeelementsindices;
26 void GL_PrintError(int errornumber, char *filename, int linenumber)
30 #ifdef GL_INVALID_ENUM
32 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
35 #ifdef GL_INVALID_VALUE
36 case GL_INVALID_VALUE:
37 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
40 #ifdef GL_INVALID_OPERATION
41 case GL_INVALID_OPERATION:
42 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
45 #ifdef GL_STACK_OVERFLOW
46 case GL_STACK_OVERFLOW:
47 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
50 #ifdef GL_STACK_UNDERFLOW
51 case GL_STACK_UNDERFLOW:
52 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
55 #ifdef GL_OUT_OF_MEMORY
56 case GL_OUT_OF_MEMORY:
57 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
60 #ifdef GL_TABLE_TOO_LARGE
61 case GL_TABLE_TOO_LARGE:
62 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
66 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
72 float r_farclip, r_newfarclip;
74 int polyindexarray[768];
76 static float viewdist;
78 int c_meshs, c_meshtris, c_transmeshs, c_transtris;
82 float overbrightscale;
84 void SCR_ScreenShot_f (void);
87 static int max_transmeshs;
89 static int max_verts; // always max_meshs * 3
90 static int max_transverts; // always max_transmeshs * 3
91 #define TRANSDEPTHRES 4096
93 typedef struct buf_mesh_s
97 int blendfunc1, blendfunc2;
98 int textures[MAX_TEXTUREUNITS];
99 int texturergbscale[MAX_TEXTUREUNITS];
104 struct buf_mesh_s *chain;
105 struct buf_transtri_s *transchain;
109 typedef struct buf_transtri_s
111 struct buf_transtri_s *next;
112 struct buf_transtri_s *meshsortchain;
118 typedef struct buf_tri_s
148 static float meshfarclip;
149 static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
150 static buf_mesh_t *buf_mesh;
151 static buf_tri_t *buf_tri;
152 static buf_vertex_t *buf_vertex;
153 static buf_fcolor_t *buf_fcolor;
154 static buf_bcolor_t *buf_bcolor;
155 static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
157 static int currenttransmesh, currenttransvertex, currenttranstriangle;
158 static buf_mesh_t *buf_transmesh;
159 static buf_transtri_t *buf_sorttranstri;
160 static buf_transtri_t **buf_sorttranstri_list;
161 static buf_tri_t *buf_transtri;
162 static buf_vertex_t *buf_transvertex;
163 static buf_fcolor_t *buf_transfcolor;
164 static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
166 static mempool_t *gl_backend_mempool;
167 static int resizingbuffers = false;
169 static void gl_backend_start(void)
173 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
174 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
176 Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i, gl_mesh_transtriangles %i\n", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer);
177 if (qglDrawRangeElements != NULL)
178 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
179 if (strstr(gl_renderer, "3Dfx"))
181 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
182 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
186 max_verts = max_meshs * 3;
187 max_transverts = max_transmeshs * 3;
189 if (!gl_backend_mempool)
190 gl_backend_mempool = Mem_AllocPool("GL_Backend");
192 #define BACKENDALLOC(var, count, sizeofstruct, varname)\
194 var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
196 Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
197 memset(var, 0, count * sizeof(sizeofstruct));\
200 BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
201 BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
202 BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
203 BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
204 BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
206 BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
207 BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
208 BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
209 BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
210 BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
211 BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
213 for (i = 0;i < MAX_TEXTUREUNITS;i++)
215 // only allocate as many texcoord arrays as we need
216 if (i < gl_textureunits)
218 BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
219 BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
223 buf_texcoord[i] = NULL;
224 buf_transtexcoord[i] = NULL;
227 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
228 backendactive = true;
231 static void gl_backend_shutdown(void)
233 Con_Printf("OpenGL Backend shutting down\n");
236 Mem_EmptyPool(gl_backend_mempool);
238 Mem_FreePool(&gl_backend_mempool);
241 backendactive = false;
244 static void gl_backend_bufferchanges(int init)
246 if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
247 Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
250 if (overflowedtransverts > gl_mesh_transtriangles.integer * 3)
251 Cvar_SetValueQuick(&gl_mesh_transtriangles, (int) ((overflowedtransverts + 2) / 3));
252 overflowedtransverts = 0;
254 if (gl_mesh_drawmode.integer < 0)
255 Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
256 if (gl_mesh_drawmode.integer > 3)
257 Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
259 if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
261 // change drawmode 3 to 2 if 3 won't work at all
262 Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
265 // 21760 is (65536 / 3) rounded off to a multiple of 128
266 if (gl_mesh_maxtriangles.integer < 1024)
267 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
268 if (gl_mesh_maxtriangles.integer > 21760)
269 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
271 if (gl_mesh_transtriangles.integer < 1024)
272 Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024);
273 if (gl_mesh_transtriangles.integer > 65536)
274 Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
276 if (gl_mesh_batchtriangles.integer < 0)
277 Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0);
278 if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
279 Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer);
281 max_batch = gl_mesh_batchtriangles.integer;
283 if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
285 max_meshs = gl_mesh_maxtriangles.integer;
286 max_transmeshs = gl_mesh_transtriangles.integer;
290 resizingbuffers = true;
291 gl_backend_shutdown();
293 resizingbuffers = false;
298 static void gl_backend_newmap(void)
300 r_farclip = r_newfarclip = 2048.0f;
303 void gl_backend_init(void)
307 Cvar_RegisterVariable(&r_render);
308 Cvar_RegisterVariable(&gl_dither);
309 Cvar_RegisterVariable(&gl_lockarrays);
311 Cvar_SetValue("r_render", 0);
314 Cvar_RegisterVariable(&gl_mesh_maxtriangles);
315 Cvar_RegisterVariable(&gl_mesh_transtriangles);
316 Cvar_RegisterVariable(&gl_mesh_batchtriangles);
317 Cvar_RegisterVariable(&gl_mesh_floatcolors);
318 Cvar_RegisterVariable(&gl_mesh_drawmode);
319 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
320 gl_backend_bufferchanges(true);
321 for (i = 0;i < 256;i++)
323 polyindexarray[i*3+0] = 0;
324 polyindexarray[i*3+1] = i + 1;
325 polyindexarray[i*3+2] = i + 2;
329 int arraylocked = false;
331 void GL_LockArray(int first, int count)
333 if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
335 qglLockArraysEXT(first, count);
341 void GL_UnlockArray(void)
345 qglUnlockArraysEXT();
356 static void GL_SetupFrame (void)
359 double fovx, fovy, zNear, zFar, aspect;
361 // update farclip based on previous frame
362 r_farclip = r_newfarclip;
364 if (!r_render.integer)
367 qglDepthFunc (GL_LEQUAL);CHECKGLERROR
370 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
371 qglLoadIdentity ();CHECKGLERROR
373 // y is weird beause OpenGL is bottom to top, we use top to bottom
374 qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
381 fovx = r_refdef.fov_x;
382 fovy = r_refdef.fov_y;
383 aspect = r_refdef.width / r_refdef.height;
386 xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
387 ymax = zNear * tan(fovy * M_PI / 360.0);
390 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
392 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
393 qglLoadIdentity ();CHECKGLERROR
396 qglRotatef (-90, 1, 0, 0);CHECKGLERROR
397 qglRotatef (90, 0, 0, 1);CHECKGLERROR
399 qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
400 qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
401 qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
403 qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
406 static int mesh_blendfunc1;
407 static int mesh_blendfunc2;
408 static int mesh_blend;
409 static GLboolean mesh_depthmask;
410 static int mesh_depthtest;
411 static int mesh_unit;
412 static int mesh_clientunit;
413 static int mesh_texture[MAX_TEXTUREUNITS];
414 static float mesh_texturergbscale[MAX_TEXTUREUNITS];
416 void GL_SetupTextureState(void)
419 if (backendunits > 1)
421 for (i = 0;i < backendunits;i++)
423 qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
424 qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
425 if (gl_combine.integer)
427 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
428 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
429 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
430 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
431 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
432 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
433 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
434 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
435 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
436 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
437 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
438 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
439 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
440 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
441 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
442 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR
443 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
447 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
451 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
455 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
457 if (gl_mesh_drawmode.integer > 0)
459 qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
460 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
463 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
467 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
474 qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
475 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
478 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
482 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
484 if (gl_mesh_drawmode.integer > 0)
486 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
489 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
493 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
499 // called at beginning of frame
501 void R_Mesh_Start(void)
505 Sys_Error("R_Mesh_Clear: called when backend is not active\n");
509 gl_backend_bufferchanges(false);
514 currenttransmesh = 0;
515 currenttranstriangle = 0;
516 currenttransvertex = 0;
519 viewdist = DotProduct(r_origin, vpn);
531 for (i = 0;i < backendunits;i++)
534 mesh_texturergbscale[i] = 1;
537 qglEnable(GL_CULL_FACE);CHECKGLERROR
538 qglCullFace(GL_FRONT);CHECKGLERROR
540 mesh_depthtest = true;
541 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
543 mesh_blendfunc1 = GL_ONE;
544 mesh_blendfunc2 = GL_ZERO;
545 qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
548 qglDisable(GL_BLEND);CHECKGLERROR
550 mesh_depthmask = GL_TRUE;
551 qglDepthMask(mesh_depthmask);CHECKGLERROR
554 if (gl_mesh_drawmode.integer > 0)
557 qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
558 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
559 if (gl_mesh_floatcolors.integer)
561 qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
565 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
567 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
570 GL_SetupTextureState();
573 int gl_backend_rebindtextures;
575 void GL_UpdateFarclip(void)
580 // push out farclip based on vertices
581 // FIXME: wouldn't this be slow when using matrix transforms?
582 for (i = 0;i < currentvertex;i++)
584 farclip = DotProduct(buf_vertex[i].v, vpn);
585 if (meshfarclip < farclip)
586 meshfarclip = farclip;
589 farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
591 // push out farclip for next frame
592 if (farclip > r_newfarclip)
593 r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
596 void GL_ConvertColorsFloatToByte(void)
599 // LordHavoc: to avoid problems with aliasing (treating memory as two
600 // different types - exactly what this is doing), these must be volatile
602 volatile int *icolor;
603 volatile float *fcolor;
606 total = currentvertex * 4;
608 // shift float to have 8bit fraction at base of number
609 fcolor = &buf_fcolor->c[0];
610 for (i = 0;i < total;)
612 fcolor[i ] += 32768.0f;
613 fcolor[i + 1] += 32768.0f;
614 fcolor[i + 2] += 32768.0f;
615 fcolor[i + 3] += 32768.0f;
619 // then read as integer and kill float bits...
620 icolor = (int *)&buf_fcolor->c[0];
621 bcolor = &buf_bcolor->c[0];
622 for (i = 0;i < total;)
624 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
625 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
626 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
627 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
632 void GL_MeshState(buf_mesh_t *mesh)
635 if (backendunits > 1)
637 for (i = 0;i < backendunits;i++)
639 if (mesh_texture[i] != mesh->textures[i])
643 qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
645 if (mesh_texture[i] == 0)
647 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
648 // have to disable texcoord array on disabled texture
649 // units due to NVIDIA driver bug with
650 // compiled_vertex_array
651 if (mesh_clientunit != i)
653 qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
655 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
657 qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
658 if (mesh_texture[i] == 0)
660 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
661 // have to disable texcoord array on disabled texture
662 // units due to NVIDIA driver bug with
663 // compiled_vertex_array
664 if (mesh_clientunit != i)
666 qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
668 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
671 if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
675 qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
677 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
683 if (mesh_texture[0] != mesh->textures[0])
685 if (mesh_texture[0] == 0)
687 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
688 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
690 qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
691 if (mesh_texture[0] == 0)
693 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
694 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
698 if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
700 qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
701 if (mesh_blendfunc2 == GL_ZERO)
703 if (mesh_blendfunc1 == GL_ONE)
708 qglDisable(GL_BLEND);CHECKGLERROR
716 qglEnable(GL_BLEND);CHECKGLERROR
725 qglEnable(GL_BLEND);CHECKGLERROR
729 if (mesh_depthtest != mesh->depthtest)
731 mesh_depthtest = mesh->depthtest;
733 qglEnable(GL_DEPTH_TEST);
735 qglDisable(GL_DEPTH_TEST);
737 if (mesh_depthmask != mesh->depthmask)
739 qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
743 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
745 unsigned int i, j, in;
746 if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
748 // GL 1.2 or GL 1.1 with extension
749 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
751 else if (gl_mesh_drawmode.integer >= 2)
754 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
756 else if (gl_mesh_drawmode.integer >= 1)
759 // feed it manually using glArrayElement
760 qglBegin(GL_TRIANGLES);
761 for (i = 0;i < indexcount;i++)
762 qglArrayElement(index[i]);
767 // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
769 qglBegin(GL_TRIANGLES);
770 if (r_multitexture.integer)
772 // the minigl doesn't have this (because it does not have ARB_multitexture)
773 for (i = 0;i < indexcount;i++)
776 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
777 for (j = 0;j < backendunits;j++)
779 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
780 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
785 for (i = 0;i < indexcount;i++)
788 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
790 qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
791 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
798 // renders mesh buffers, called to flush buffers when full
799 void R_Mesh_Render(void)
809 Sys_Error("R_Mesh_Render: called when backend is not active\n");
814 if (!r_render.integer)
826 // drawmode 0 always uses byte colors
827 if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
828 GL_ConvertColorsFloatToByte();
830 if (gl_backend_rebindtextures)
832 gl_backend_rebindtextures = false;
833 GL_SetupTextureState();
836 GL_MeshState(buf_mesh);
837 GL_LockArray(0, currentvertex);
838 GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
840 if (currentmesh >= 2)
842 for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
846 firstvert = mesh->firstvert;
847 indexcount = mesh->triangles * 3;
848 index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0];
850 // if not using batching, skip the index adjustment
852 for (i = 0;i < indexcount;i++)
853 index[i] += firstvert;
855 GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR
863 GL_UnlockArray();CHECKGLERROR
866 // restores backend state, used when done with 3D rendering
867 void R_Mesh_Finish(void)
870 // flush any queued meshs
873 if (backendunits > 1)
875 for (i = backendunits - 1;i >= 0;i--)
877 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
878 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
879 if (gl_combine.integer)
881 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
885 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
889 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
891 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
895 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
896 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
902 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
903 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
906 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
911 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
912 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
915 qglDisable(GL_BLEND);CHECKGLERROR
916 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
917 qglDepthMask(GL_TRUE);CHECKGLERROR
918 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
921 void R_Mesh_ClearDepth(void)
923 R_Mesh_AddTransparent();
925 qglClear(GL_DEPTH_BUFFER_BIT);
929 void R_Mesh_AddTransparent(void)
932 float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
933 buf_vertex_t *vert1, *vert2, *vert3;
935 buf_mesh_t *mesh, *transmesh;
937 if (!currenttransmesh)
940 // convert index data to transtris for sorting
941 for (j = 0;j < currenttransmesh;j++)
943 mesh = buf_transmesh + j;
944 k = mesh->firsttriangle;
945 index = &buf_transtri[k].index[0];
946 for (i = 0;i < mesh->triangles;i++)
948 tri = &buf_sorttranstri[k++];
950 tri->index[0] = *index++;
951 tri->index[1] = *index++;
952 tri->index[2] = *index++;
956 // map farclip to 0-4095 list range
957 centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
958 viewdistcompare = viewdist + 4.0f;
960 memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
963 for (j = 0;j < currenttranstriangle;j++)
965 tri = &buf_sorttranstri[j];
966 i = tri->mesh->firstvert;
968 vert1 = &buf_transvertex[tri->index[0] + i];
969 vert2 = &buf_transvertex[tri->index[1] + i];
970 vert3 = &buf_transvertex[tri->index[2] + i];
972 dist1 = DotProduct(vert1->v, vpn);
973 dist2 = DotProduct(vert2->v, vpn);
974 dist3 = DotProduct(vert3->v, vpn);
976 maxdist = max(dist1, max(dist2, dist3));
977 if (maxdist < viewdistcompare)
980 center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
983 i = bound(0, i, (TRANSDEPTHRES - 1));
987 center += 8388608.0f;
988 i = *((int *)¢er) & 0x7FFFFF;
989 i = min(i, (TRANSDEPTHRES - 1));
991 tri->next = buf_sorttranstri_list[i];
992 buf_sorttranstri_list[i] = tri;
996 for (i = 0;i < currenttransmesh;i++)
997 buf_transmesh[i].transchain = NULL;
999 for (j = 0;j < TRANSDEPTHRES;j++)
1001 if ((tri = buf_sorttranstri_list[j]))
1003 for (;tri;tri = tri->next)
1005 if (!tri->mesh->transchain)
1007 tri->mesh->chain = transmesh;
1008 transmesh = tri->mesh;
1010 tri->meshsortchain = tri->mesh->transchain;
1011 tri->mesh->transchain = tri;
1016 for (;transmesh;transmesh = transmesh->chain)
1018 if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts)
1021 mesh = &buf_mesh[currentmesh++];
1022 *mesh = *transmesh; // copy mesh properties
1024 mesh->firstvert = currentvertex;
1025 memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
1026 memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
1027 for (i = 0;i < backendunits && transmesh->textures[i];i++)
1028 memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
1029 currentvertex += mesh->verts;
1031 mesh->firsttriangle = currenttriangle;
1032 for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
1034 buf_tri[currenttriangle].index[0] = tri->index[0];
1035 buf_tri[currenttriangle].index[1] = tri->index[1];
1036 buf_tri[currenttriangle].index[2] = tri->index[2];
1039 mesh->triangles = currenttriangle - mesh->firsttriangle;
1042 currenttransmesh = 0;
1043 currenttranstriangle = 0;
1044 currenttransvertex = 0;
1047 void R_Mesh_Draw(const rmeshinfo_t *m)
1049 // these are static because gcc runs out of virtual registers otherwise
1050 static int i, j, overbright, *index;
1051 static float *in, scaler;
1052 static float cr, cg, cb, ca;
1053 static buf_mesh_t *mesh;
1054 static buf_vertex_t *vert;
1055 static buf_fcolor_t *fcolor;
1056 static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
1059 Sys_Error("R_Mesh_Draw: called when backend is not active\n");
1061 if (m->index == NULL
1063 || m->vertex == NULL
1065 Host_Error("R_Mesh_Draw: no triangles or verts\n");
1067 // ignore meaningless alpha meshs
1068 if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
1072 for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
1075 if (i == m->numverts)
1078 else if (m->ca < 0.01f)
1083 Sys_Error("R_Mesh_Draw: called when backend is not active\n");
1086 for (i = 0;i < m->numtriangles * 3;i++)
1087 if ((unsigned int) m->index[i] >= (unsigned int) m->numverts)
1088 Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
1091 // LordHavoc: removed this error condition because with floatcolors 0,
1092 // the 3DFX driver works with very large meshs
1093 // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
1094 //if (m->numtriangles > 1024 || m->numverts > 3072)
1096 // Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n");
1100 i = max(m->numtriangles * 3, m->numverts);
1101 if (overflowedverts < i)
1102 overflowedverts = i;
1104 if (m->numtriangles > max_meshs || m->numverts > max_verts)
1106 Con_Printf("R_Mesh_Draw: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
1112 overflowedtransverts += max(m->numtriangles * 3, m->numverts);
1113 if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
1117 Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
1124 c_transtris += m->numtriangles;
1125 vert = &buf_transvertex[currenttransvertex];
1126 fcolor = &buf_transfcolor[currenttransvertex];
1127 for (i = 0;i < backendunits;i++)
1128 texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
1130 // transmesh is only for storage of transparent meshs until they
1131 // are inserted into the main mesh array
1132 mesh = &buf_transmesh[currenttransmesh++];
1133 mesh->firsttriangle = currenttranstriangle;
1134 mesh->firstvert = currenttransvertex;
1135 index = &buf_transtri[currenttranstriangle].index[0];
1137 currenttranstriangle += m->numtriangles;
1138 currenttransvertex += m->numverts;
1142 if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
1146 c_meshtris += m->numtriangles;
1147 vert = &buf_vertex[currentvertex];
1148 fcolor = &buf_fcolor[currentvertex];
1149 for (i = 0;i < backendunits;i++)
1150 texcoord[i] = &buf_texcoord[i][currentvertex];
1152 // opaque meshs are rendered directly
1153 mesh = &buf_mesh[currentmesh++];
1154 mesh->firsttriangle = currenttriangle;
1155 mesh->firstvert = currentvertex;
1156 index = &buf_tri[currenttriangle].index[0];
1158 currenttriangle += m->numtriangles;
1159 currentvertex += m->numverts;
1162 // code shared for transparent and opaque meshs
1163 memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
1164 mesh->blendfunc1 = m->blendfunc1;
1165 mesh->blendfunc2 = m->blendfunc2;
1166 mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
1167 mesh->depthtest = !m->depthdisable;
1168 mesh->triangles = m->numtriangles;
1169 mesh->verts = m->numverts;
1173 if (m->blendfunc1 == GL_DST_COLOR)
1175 // check if it is a 2x modulate with framebuffer
1176 if (m->blendfunc2 == GL_SRC_COLOR)
1179 else if (m->blendfunc2 != GL_SRC_COLOR)
1183 overbright = gl_combine.integer;
1187 scaler *= overbrightscale;
1192 for (i = 0;i < backendunits;i++)
1194 if ((mesh->textures[i] = m->tex[i]))
1196 mesh->texturergbscale[i] = m->texrgbscale[i];
1197 if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
1198 mesh->texturergbscale[i] = 1;
1200 if (overbright && j >= 0)
1201 mesh->texturergbscale[j] = 4;
1203 if (m->vertexstep != sizeof(buf_vertex_t))
1205 for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
1207 vert[i].v[0] = in[0];
1208 vert[i].v[1] = in[1];
1209 vert[i].v[2] = in[2];
1213 memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
1217 for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
1219 fcolor[i].c[0] = in[0] * scaler;
1220 fcolor[i].c[1] = in[1] * scaler;
1221 fcolor[i].c[2] = in[2] * scaler;
1222 fcolor[i].c[3] = in[3];
1227 cr = m->cr * scaler;
1228 cg = m->cg * scaler;
1229 cb = m->cb * scaler;
1231 for (i = 0;i < m->numverts;i++)
1233 fcolor[i].c[0] = cr;
1234 fcolor[i].c[1] = cg;
1235 fcolor[i].c[2] = cb;
1236 fcolor[i].c[3] = ca;
1240 for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
1242 if (j >= backendunits)
1243 Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
1244 if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
1246 for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
1248 texcoord[j][i].t[0] = in[0];
1249 texcoord[j][i].t[1] = in[1];
1253 memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
1256 if (currenttriangle >= max_batch)
1260 // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
1261 // (this is used for very high speed rendering, no copying)
1262 int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
1264 // these are static because gcc runs out of virtual registers otherwise
1265 int i, j, overbright;
1270 Sys_Error("R_Mesh_Draw: called when backend is not active\n");
1272 if (!m->numtriangles
1274 Host_Error("R_Mesh_Draw: no triangles or verts\n");
1276 // LordHavoc: removed this error condition because with floatcolors 0,
1277 // the 3DFX driver works with very large meshs
1278 // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
1279 //if (m->numtriangles > 1024 || m->numverts > 3072)
1281 // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
1285 i = max(m->numtriangles * 3, m->numverts);
1286 if (overflowedverts < i)
1287 overflowedverts = i;
1289 if (m->numtriangles > max_meshs || m->numverts > max_verts)
1291 Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
1297 overflowedtransverts += max(m->numtriangles * 3, m->numverts);
1298 if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
1302 Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
1309 c_transtris += m->numtriangles;
1310 m->index = &buf_transtri[currenttranstriangle].index[0];
1311 m->vertex = &buf_transvertex[currenttransvertex].v[0];
1312 m->color = &buf_transfcolor[currenttransvertex].c[0];
1313 for (i = 0;i < backendunits;i++)
1314 m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
1316 // transmesh is only for storage of transparent meshs until they
1317 // are inserted into the main mesh array
1318 mesh = &buf_transmesh[currenttransmesh++];
1319 mesh->firsttriangle = currenttranstriangle;
1320 mesh->firstvert = currenttransvertex;
1321 currenttranstriangle += m->numtriangles;
1322 currenttransvertex += m->numverts;
1326 if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
1330 c_meshtris += m->numtriangles;
1331 m->index = &buf_tri[currenttriangle].index[0];
1332 m->vertex = &buf_vertex[currentvertex].v[0];
1333 m->color = &buf_fcolor[currentvertex].c[0];
1334 for (i = 0;i < backendunits;i++)
1335 m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
1337 // opaque meshs are rendered directly
1338 mesh = &buf_mesh[currentmesh++];
1339 mesh->firsttriangle = currenttriangle;
1340 mesh->firstvert = currentvertex;
1341 currenttriangle += m->numtriangles;
1342 currentvertex += m->numverts;
1345 // code shared for transparent and opaque meshs
1346 mesh->blendfunc1 = m->blendfunc1;
1347 mesh->blendfunc2 = m->blendfunc2;
1348 mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
1349 mesh->depthtest = !m->depthdisable;
1350 mesh->triangles = m->numtriangles;
1351 mesh->verts = m->numverts;
1355 if (m->blendfunc1 == GL_DST_COLOR)
1357 // check if it is a 2x modulate with framebuffer
1358 if (m->blendfunc2 == GL_SRC_COLOR)
1361 else if (m->blendfunc2 != GL_SRC_COLOR)
1365 overbright = gl_combine.integer;
1369 scaler *= overbrightscale;
1371 m->colorscale = scaler;
1374 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1376 if ((mesh->textures[i] = m->tex[i]))
1379 if (i >= backendunits)
1380 Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
1382 mesh->texturergbscale[i] = m->texrgbscale[i];
1383 if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
1384 mesh->texturergbscale[i] = 1;
1386 if (overbright && j >= 0)
1387 mesh->texturergbscale[j] = 4;
1392 void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
1394 m->index = polyindexarray;
1395 m->numverts = numverts;
1396 m->numtriangles = numverts - 2;
1397 if (m->numtriangles < 1)
1399 Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
1402 if (m->numtriangles >= 256)
1404 Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
1411 ==============================================================================
1415 ==============================================================================
1418 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
1424 if (!r_render.integer)
1427 buffer = Mem_Alloc(tempmempool, width*height*3);
1428 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1431 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
1432 if (v_hwgamma.integer)
1433 for (i = 0;i < width * height * 3;i++)
1434 buffer[i] <<= v_overbrightbits.integer;
1436 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
1442 //=============================================================================
1444 void R_ClearScreen(void)
1446 if (r_render.integer)
1449 qglClearColor(0,0,0,0);CHECKGLERROR
1451 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
1452 // set dithering mode
1453 if (gl_dither.integer)
1455 qglEnable(GL_DITHER);CHECKGLERROR
1459 qglDisable(GL_DITHER);CHECKGLERROR
1468 This is called every frame, and can also be called explicitly to flush
1472 void SCR_UpdateScreen (void)
1476 R_TimeReport("finish");
1478 if (gl_combine.integer && !gl_combine_extension)
1479 Cvar_SetValue("gl_combine", 0);
1481 lightscalebit = v_overbrightbits.integer;
1482 if (gl_combine.integer && r_multitexture.integer)
1485 lightscale = 1.0f / (float) (1 << lightscalebit);
1486 overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
1488 R_TimeReport("setup");
1492 R_TimeReport("clear");
1494 if (scr_conlines < vid.conheight)
1500 // tell driver to commit it's partially full geometry queue to the rendering queue
1501 // (this doesn't wait for the commands themselves to complete)