]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
huge audit of dprints throughout engine, all notices of successfully
[xonotic/darkplaces.git] / gl_backend.c
index aa4679e561a793d7697bcdc79d51e9045e87d5f7..fefdf7f3db32fa883290f9ca0508a9d607e187ac 100644 (file)
@@ -1,17 +1,23 @@
 
 #include "quakedef.h"
+#include "cl_collision.h"
 
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
-cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
 
-cvar_t r_render = {0, "r_render", "1"};
-cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
+cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
+cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
 
-// this is used to increase gl_mesh_maxtriangles automatically if a mesh was
-// too large for the buffers in the previous frame
-int overflowedverts = 0;
+cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+qboolean v_flipped_state = false;
 
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
@@ -54,7 +60,7 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
                break;
 #endif
 #ifdef GL_TABLE_TOO_LARGE
-    case GL_TABLE_TOO_LARGE:
+       case GL_TABLE_TOO_LARGE:
                Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
                break;
 #endif
@@ -65,180 +71,152 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 }
 #endif
 
-float r_mesh_farclip;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
 
-static float viewdist;
-// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
-static int vpnbit0, vpnbit1, vpnbit2;
+void SCR_ScreenShot_f (void);
 
-int c_meshs, c_meshtris;
+static matrix4x4_t backend_viewmatrix;
+static matrix4x4_t backend_modelmatrix;
+static matrix4x4_t backend_modelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
 
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
 
-void SCR_ScreenShot_f (void);
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+clockwise
+
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
 
-static int max_meshs;
-static int max_verts; // always max_meshs * 3
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
 
-typedef struct buf_mesh_s
+
+for (y = 0;y < rows - 1;y++)
 {
-       int depthmask;
-       int depthtest;
-       int blendfunc1, blendfunc2;
-       int textures[MAX_TEXTUREUNITS];
-       int texturergbscale[MAX_TEXTUREUNITS];
-       int firsttriangle;
-       int triangles;
-       int firstvert;
-       int verts;
-       matrix4x4_t matrix;
-       struct buf_mesh_s *chain;
+       for (x = 0;x < columns - 1;x++)
+       {
+               i = y * rows + x;
+               *elements++ = i + columns;
+               *elements++ = i;
+               *elements++ = i + columns + 1;
+               *elements++ = i;
+               *elements++ = i + 1;
+               *elements++ = i + columns + 1;
+       }
 }
-buf_mesh_t;
 
-typedef struct buf_tri_s
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
+
+for (y = 0;y < rows - 1;y++)
 {
-       int index[3];
+       for (x = 0;x < columns - 1;x++)
+       {
+               i = y * rows + x;
+               *elements++ = i;
+               *elements++ = i + columns;
+               *elements++ = i + columns + 1;
+               *elements++ = i + columns;
+               *elements++ = i + columns + 1;
+               *elements++ = i + 1;
+       }
 }
-buf_tri_t;
+*/
+
+int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+int quadelements[QUADELEMENTS_MAXQUADS*6];
 
-typedef struct
+void GL_Backend_AllocArrays(void)
 {
-       float v[4];
 }
-buf_vertex_t;
 
-typedef struct
+void GL_Backend_FreeArrays(void)
 {
-       float c[4];
 }
-buf_fcolor_t;
 
-typedef struct
+void GL_VBOStats_f(void)
 {
-       qbyte c[4];
+       GL_Mesh_ListVBOs(true);
 }
-buf_bcolor_t;
 
-typedef struct
+typedef struct gl_bufferobjectinfo_s
 {
-       float t[2];
+       int target;
+       int object;
+       size_t size;
+       char name[MAX_QPATH];
 }
-buf_texcoord_t;
+gl_bufferobjectinfo_t;
 
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive;
-static buf_mesh_t *buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-static buf_fcolor_t *buf_fcolor;
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
+memexpandablearray_t gl_bufferobjectinfoarray;
 
 static void gl_backend_start(void)
 {
-       int i;
-
-       qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
-       qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+       CHECKGLERROR
 
-       Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
        if (qglDrawRangeElements != NULL)
-               Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
-       if (strstr(gl_renderer, "3Dfx"))
        {
-               Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
-               Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+               CHECKGLERROR
+               Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
        }
-       Con_Printf("\n");
 
-       max_verts = max_meshs * 3;
+       backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
+       backendimageunits = backendunits;
+       backendarrayunits = backendunits;
+       if (gl_support_fragment_shader)
+       {
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
+               CHECKGLERROR
+               Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
+               backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
+               backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
+       }
+       else
+               Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
 
-       if (!gl_backend_mempool)
-               gl_backend_mempool = Mem_AllocPool("GL_Backend");
+       GL_Backend_AllocArrays();
 
-#define BACKENDALLOC(var, count, sizeofstruct, varname)\
-       {\
-               var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
-               if (var == NULL)\
-                       Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
-               memset(var, 0, count * sizeof(sizeofstruct));\
-       }
+       Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
 
-       BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
-       BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
-       BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
-       BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
-       BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
+       Con_DPrintf("OpenGL backend started.\n");
+
+       CHECKGLERROR
 
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
-       {
-               // only allocate as many texcoord arrays as we need
-               if (i < gl_textureunits)
-               {
-                       BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
-               }
-               else
-               {
-                       buf_texcoord[i] = NULL;
-               }
-       }
-       backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
        backendactive = true;
 }
 
 static void gl_backend_shutdown(void)
 {
-       Con_Printf("OpenGL Backend shutting down\n");
-
-       if (resizingbuffers)
-               Mem_EmptyPool(gl_backend_mempool);
-       else
-               Mem_FreePool(&gl_backend_mempool);
-
        backendunits = 0;
+       backendimageunits = 0;
+       backendarrayunits = 0;
        backendactive = false;
-}
-
-static void gl_backend_bufferchanges(int init)
-{
-       if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
-               Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
-       overflowedverts = 0;
-
-       if (gl_mesh_drawmode.integer < 0)
-               Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
-       if (gl_mesh_drawmode.integer > 3)
-               Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
-
-       if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
-       {
-               // change drawmode 3 to 2 if 3 won't work at all
-               Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
-       }
 
-       // 21760 is (65536 / 3) rounded off to a multiple of 128
-       if (gl_mesh_maxtriangles.integer < 1024)
-               Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
-       if (gl_mesh_maxtriangles.integer > 21760)
-               Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
+       Con_DPrint("OpenGL Backend shutting down\n");
 
-       if (max_meshs != gl_mesh_maxtriangles.integer)
-       {
-               max_meshs = gl_mesh_maxtriangles.integer;
+       Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
 
-               if (!init)
-               {
-                       resizingbuffers = true;
-                       gl_backend_shutdown();
-                       gl_backend_start();
-                       resizingbuffers = false;
-               }
-       }
+       GL_Backend_FreeArrays();
 }
 
 static void gl_backend_newmap(void)
@@ -247,369 +225,459 @@ static void gl_backend_newmap(void)
 
 void gl_backend_init(void)
 {
+       int i;
+
+       for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+       {
+               polygonelements[i * 3 + 0] = 0;
+               polygonelements[i * 3 + 1] = i + 1;
+               polygonelements[i * 3 + 2] = i + 2;
+       }
+       // elements for rendering a series of quads as triangles
+       for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
+       {
+               quadelements[i * 6 + 0] = i * 4;
+               quadelements[i * 6 + 1] = i * 4 + 1;
+               quadelements[i * 6 + 2] = i * 4 + 2;
+               quadelements[i * 6 + 3] = i * 4;
+               quadelements[i * 6 + 4] = i * 4 + 2;
+               quadelements[i * 6 + 5] = i * 4 + 3;
+       }
+
        Cvar_RegisterVariable(&r_render);
+       Cvar_RegisterVariable(&r_waterwarp);
+       Cvar_RegisterVariable(&gl_polyblend);
+       Cvar_RegisterVariable(&v_flipped);
        Cvar_RegisterVariable(&gl_dither);
        Cvar_RegisterVariable(&gl_lockarrays);
+       Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
+       Cvar_RegisterVariable(&gl_vbo);
+       Cvar_RegisterVariable(&gl_paranoid);
+       Cvar_RegisterVariable(&gl_printcheckerror);
 #ifdef NORENDER
        Cvar_SetValue("r_render", 0);
 #endif
 
-       Cvar_RegisterVariable(&gl_mesh_maxtriangles);
-       Cvar_RegisterVariable(&gl_mesh_floatcolors);
-       Cvar_RegisterVariable(&gl_mesh_drawmode);
+       Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+       Cvar_RegisterVariable(&gl_mesh_testarrayelement);
+       Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
+
+       Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
+
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
-       gl_backend_bufferchanges(true);
 }
 
-int arraylocked = false;
+void GL_SetMirrorState(qboolean state);
 
-void GL_LockArray(int first, int count)
+void GL_SetupView_Orientation_Identity (void)
 {
-       if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
-       {
-               qglLockArraysEXT(first, count);
-               CHECKGLERROR
-               arraylocked = true;
-       }
+       backend_viewmatrix = identitymatrix;
+       GL_SetMirrorState(false);
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-void GL_UnlockArray(void)
+void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
 {
-       if (arraylocked)
+       matrix4x4_t tempmatrix, basematrix;
+       Matrix4x4_Invert_Full(&tempmatrix, matrix);
+       Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+       Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+
+       GL_SetMirrorState(v_flipped.integer);
+       if(v_flipped_state)
        {
-               qglUnlockArraysEXT();
-               CHECKGLERROR
-               arraylocked = false;
+               Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
+               Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
+               Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
        }
+
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+       //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+
+       // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it
+       tempmatrix = backend_modelmatrix;
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+       R_Mesh_Matrix(&tempmatrix);
 }
 
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
 {
-       double xmax, ymax;
-       double fovx, fovy, zNear, zFar, aspect;
+       double m[16];
 
-       if (!r_render.integer)
-               return;
+       // set up viewpoint
+       CHECKGLERROR
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       // set view pyramid
+       qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
+       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+       CHECKGLERROR
+}
 
-       qglDepthFunc (GL_LEQUAL);CHECKGLERROR
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
+{
+       double nudge, m[16];
 
        // set up viewpoint
+       CHECKGLERROR
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadIdentity ();CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       // set view pyramid
+       nudge = 1.0 - 1.0 / (1<<23);
+       m[ 0] = 1.0 / frustumx;
+       m[ 1] = 0;
+       m[ 2] = 0;
+       m[ 3] = 0;
+       m[ 4] = 0;
+       m[ 5] = 1.0 / frustumy;
+       m[ 6] = 0;
+       m[ 7] = 0;
+       m[ 8] = 0;
+       m[ 9] = 0;
+       m[10] = -nudge;
+       m[11] = -1;
+       m[12] = 0;
+       m[13] = 0;
+       m[14] = -2 * zNear * nudge;
+       m[15] = 0;
+       qglLoadMatrixd(m);CHECKGLERROR
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+       CHECKGLERROR
+       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
+}
+
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
+{
+       double m[16];
 
-       // y is weird beause OpenGL is bottom to top, we use top to bottom
-       qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
+       // set up viewpoint
+       CHECKGLERROR
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
+       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+       CHECKGLERROR
+}
 
-       // depth range
-       zNear = 1.0;
-       zFar = r_mesh_farclip;
+void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist)
+{
+       double matrix[16];
+       double q[4];
+       double d;
+       float clipPlane[4], v3[3], v4[3];
+       float normal[3];
+
+       // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php
+       // modified to fit in this codebase.
+
+       VectorSet(normal, normalx, normaly, normalz);
+       Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane);
+       VectorScale(normal, dist, v3);
+       Matrix4x4_Transform(&backend_viewmatrix, v3, v4);
+       // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
+       clipPlane[3] = -DotProduct(v4, clipPlane);
+
+#if 0
+{
+       // testing code for comparing results
+       float clipPlane2[4];
+       VectorCopy4(clipPlane, clipPlane2);
+       R_Mesh_Matrix(&identitymatrix);
+       VectorSet(q, normal[0], normal[1], normal[2], -dist);
+       qglClipPlane(GL_CLIP_PLANE0, q);
+       qglGetClipPlane(GL_CLIP_PLANE0, q);
+       VectorCopy4(q, clipPlane);
+}
+#endif
 
-       // fov angles
-       fovx = r_refdef.fov_x;
-       fovy = r_refdef.fov_y;
-       aspect = r_refdef.width / r_refdef.height;
+       // Calculate the clip-space corner point opposite the clipping plane
+       // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
+       // transform it into camera space by multiplying it
+       // by the inverse of the projection matrix
+       Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix);
 
-       // pyramid slopes
-       xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
-       ymax = zNear * tan(fovy * M_PI / 360.0);
+       q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0];
+       q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5];
+       q[2] = -1.0f;
+       q[3] = (1.0f + matrix[10]) / matrix[14];
 
-       // set view pyramid
-       qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+       // Calculate the scaled plane vector
+       d = 2.0f / DotProduct4(clipPlane, q);
 
+       // Replace the third row of the projection matrix
+       matrix[2] = clipPlane[0] * d;
+       matrix[6] = clipPlane[1] * d;
+       matrix[10] = clipPlane[2] * d + 1.0f;
+       matrix[14] = clipPlane[3] * d;
+
+       // Load it back into OpenGL
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadMatrixd(matrix);CHECKGLERROR
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       qglLoadIdentity ();CHECKGLERROR
+       CHECKGLERROR
+       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix);
+}
 
-       // put Z going up
-       qglRotatef (-90,  1, 0, 0);CHECKGLERROR
-       qglRotatef (90,  0, 0, 1);CHECKGLERROR
-       // camera rotation
-       qglRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
-       qglRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
-       qglRotatef (-r_refdef.viewangles[1],  0, 0, 1);CHECKGLERROR
-       // camera location
-       qglTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
+typedef struct gltextureunit_s
+{
+       const void *pointer_texcoord;
+       size_t pointer_texcoord_offset;
+       int pointer_texcoord_buffer;
+       int t1d, t2d, t3d, tcubemap;
+       int arrayenabled;
+       unsigned int arraycomponents;
+       int rgbscale, alphascale;
+       int combinergb, combinealpha;
+       // FIXME: add more combine stuff
+       // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+       int texmatrixenabled;
+       matrix4x4_t matrix;
 }
+gltextureunit_t;
 
-static struct
+static struct gl_state_s
 {
+       int cullface;
+       int cullfaceenable;
        int blendfunc1;
        int blendfunc2;
        int blend;
        GLboolean depthmask;
+       int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
        int depthtest;
-       int unit;
-       int clientunit;
-       int texture[MAX_TEXTUREUNITS];
-       float texturergbscale[MAX_TEXTUREUNITS];
+       float depthrange[2];
+       float polygonoffset[2];
+       int alphatest;
+       int scissortest;
+       unsigned int unit;
+       unsigned int clientunit;
+       gltextureunit_t units[MAX_TEXTUREUNITS];
+       float color4f[4];
+       int lockrange_first;
+       int lockrange_count;
+       int vertexbufferobject;
+       int elementbufferobject;
+       qboolean pointer_color_enabled;
+       const void *pointer_vertex;
+       const void *pointer_color;
+       size_t pointer_vertex_offset;
+       size_t pointer_color_offset;
+       int pointer_vertex_buffer;
+       int pointer_color_buffer;
 }
 gl_state;
 
+static void GL_BindVBO(int bufferobject)
+{
+       if (gl_state.vertexbufferobject != bufferobject)
+       {
+               gl_state.vertexbufferobject = bufferobject;
+               CHECKGLERROR
+               qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
+               CHECKGLERROR
+       }
+}
+
+static void GL_BindEBO(int bufferobject)
+{
+       if (gl_state.elementbufferobject != bufferobject)
+       {
+               gl_state.elementbufferobject = bufferobject;
+               CHECKGLERROR
+               qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
+               CHECKGLERROR
+       }
+}
+
 void GL_SetupTextureState(void)
 {
-       int i;
-       if (backendunits > 1)
+       unsigned int i;
+       gltextureunit_t *unit;
+       CHECKGLERROR
+       gl_state.unit = MAX_TEXTUREUNITS;
+       gl_state.clientunit = MAX_TEXTUREUNITS;
+       for (i = 0;i < MAX_TEXTUREUNITS;i++)
+       {
+               unit = gl_state.units + i;
+               unit->t1d = 0;
+               unit->t2d = 0;
+               unit->t3d = 0;
+               unit->tcubemap = 0;
+               unit->arrayenabled = false;
+               unit->arraycomponents = 0;
+               unit->pointer_texcoord = NULL;
+               unit->pointer_texcoord_buffer = 0;
+               unit->pointer_texcoord_offset = 0;
+               unit->rgbscale = 1;
+               unit->alphascale = 1;
+               unit->combinergb = GL_MODULATE;
+               unit->combinealpha = GL_MODULATE;
+               unit->texmatrixenabled = false;
+               unit->matrix = identitymatrix;
+       }
+
+       for (i = 0;i < backendimageunits;i++)
        {
-               for (i = 0;i < backendunits;i++)
+               GL_ActiveTexture(i);
+               qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+               if (gl_texture3d)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                       qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
-                       if (gl_combine.integer)
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-                       }
-                       if (gl_state.texture[i])
-                       {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
-                       if (gl_mesh_drawmode.integer > 0)
-                       {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                               qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
-                               if (gl_state.texture[i])
-                               {
-                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                               else
-                               {
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                       }
+                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                }
        }
-       else
+
+       for (i = 0;i < backendarrayunits;i++)
        {
-               qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
-               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               if (gl_state.texture[0])
+               GL_ClientActiveTexture(i);
+               GL_BindVBO(0);
+               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+       }
+
+       for (i = 0;i < backendunits;i++)
+       {
+               GL_ActiveTexture(i);
+               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+               if (gl_texture3d)
                {
-                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                }
-               else
+               if (gl_texturecubemap)
                {
-                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                }
-               if (gl_mesh_drawmode.integer > 0)
+               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+               qglLoadIdentity();CHECKGLERROR
+               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               if (gl_combine.integer)
                {
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
-                       if (gl_state.texture[0])
-                       {
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+               }
+               else
+               {
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                }
+               CHECKGLERROR
        }
+       CHECKGLERROR
 }
 
-// called at beginning of frame
-int usedarrays;
-void R_Mesh_Start(float farclip)
+void GL_Backend_ResetState(void)
 {
-       int i;
-       if (!backendactive)
-               Sys_Error("R_Mesh_Clear: called when backend is not active\n");
-
-       CHECKGLERROR
-
-       gl_backend_bufferchanges(false);
-
-       currentmesh = 0;
-       currenttriangle = 0;
-       currentvertex = 0;
-       r_mesh_farclip = farclip;
-       viewdist = DotProduct(r_origin, vpn);
-       vpnbit0 = vpn[0] < 0;
-       vpnbit1 = vpn[1] < 0;
-       vpnbit2 = vpn[2] < 0;
-
-       c_meshs = 0;
-       c_meshtris = 0;
-
-       GL_SetupFrame();
-
-       gl_state.unit = 0;
-       gl_state.clientunit = 0;
-
-       for (i = 0;i < backendunits;i++)
-       {
-               gl_state.texture[i] = 0;
-               gl_state.texturergbscale[i] = 1;
-       }
-
-       qglEnable(GL_CULL_FACE);CHECKGLERROR
-       qglCullFace(GL_FRONT);CHECKGLERROR
-
+       memset(&gl_state, 0, sizeof(gl_state));
        gl_state.depthtest = true;
-       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-
+       gl_state.alphatest = false;
        gl_state.blendfunc1 = GL_ONE;
        gl_state.blendfunc2 = GL_ZERO;
-       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+       gl_state.blend = false;
+       gl_state.depthmask = GL_TRUE;
+       gl_state.colormask = 15;
+       gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
+       gl_state.lockrange_first = 0;
+       gl_state.lockrange_count = 0;
+       gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
+       gl_state.cullfaceenable = true;
+       gl_state.polygonoffset[0] = 0;
+       gl_state.polygonoffset[1] = 0;
 
-       gl_state.blend = 0;
-       qglDisable(GL_BLEND);CHECKGLERROR
+       CHECKGLERROR
 
-       gl_state.depthmask = GL_TRUE;
+       qglColorMask(1, 1, 1, 1);
+       qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
+       qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+       qglDisable(GL_BLEND);CHECKGLERROR
+       qglCullFace(gl_state.cullface);CHECKGLERROR
+       qglEnable(GL_CULL_FACE);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
+       qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
 
-       usedarrays = false;
-       if (gl_mesh_drawmode.integer > 0)
+       if (gl_support_arb_vertex_buffer_object)
        {
-               usedarrays = true;
-               qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
-               qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-               if (gl_mesh_floatcolors.integer)
-               {
-                       qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
-               }
-               else
-               {
-                       qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
-               }
-               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+               qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+               qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
        }
 
-       GL_SetupTextureState();
-}
-
-int gl_backend_rebindtextures;
+       qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+       qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
-void GL_ConvertColorsFloatToByte(void)
-{
-       int i, k, total;
-       // LordHavoc: to avoid problems with aliasing (treating memory as two
-       // different types - exactly what this is doing), these must be volatile
-       // (or a union)
-       volatile int *icolor;
-       volatile float *fcolor;
-       qbyte *bcolor;
-
-       total = currentvertex * 4;
+       qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
 
-       // shift float to have 8bit fraction at base of number
-       fcolor = &buf_fcolor->c[0];
-       for (i = 0;i < total;)
-       {
-               fcolor[i    ] += 32768.0f;
-               fcolor[i + 1] += 32768.0f;
-               fcolor[i + 2] += 32768.0f;
-               fcolor[i + 3] += 32768.0f;
-               i += 4;
-       }
+       GL_Color(0, 0, 0, 0);
+       GL_Color(1, 1, 1, 1);
 
-       // then read as integer and kill float bits...
-       icolor = (int *)&buf_fcolor->c[0];
-       bcolor = &buf_bcolor->c[0];
-       for (i = 0;i < total;)
-       {
-               k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
-               k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
-               k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
-               k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
-               i += 4;
-       }
+       GL_SetupTextureState();
 }
 
-void GL_MeshState(buf_mesh_t *mesh)
+void GL_ActiveTexture(unsigned int num)
 {
-       int i;
-       if (backendunits > 1)
+       if (gl_state.unit != num)
        {
-               for (i = 0;i < backendunits;i++)
+               gl_state.unit = num;
+               if (qglActiveTexture)
                {
-                       if (gl_state.texture[i] != mesh->textures[i])
-                       {
-                               if (gl_state.unit != i)
-                               {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                               }
-                               if (gl_state.texture[i] == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                                       // have to disable texcoord array on disabled texture
-                                       // units due to NVIDIA driver bug with
-                                       // compiled_vertex_array
-                                       if (gl_state.clientunit != i)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                                       }
-                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                               qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR
-                               if (gl_state.texture[i] == 0)
-                               {
-                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                                       // have to disable texcoord array on disabled texture
-                                       // units due to NVIDIA driver bug with
-                                       // compiled_vertex_array
-                                       if (gl_state.clientunit != i)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                                       }
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                       }
-                       if (gl_state.texturergbscale[i] != mesh->texturergbscale[i])
-                       {
-                               if (gl_state.unit != i)
-                               {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                               }
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
-                       }
+                       CHECKGLERROR
+                       qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+                       CHECKGLERROR
                }
        }
-       else
+}
+
+void GL_ClientActiveTexture(unsigned int num)
+{
+       if (gl_state.clientunit != num)
        {
-               if (gl_state.texture[0] != mesh->textures[0])
+               gl_state.clientunit = num;
+               if (qglActiveTexture)
                {
-                       if (gl_state.texture[0] == 0)
-                       {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-                       qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = mesh->textures[0]));CHECKGLERROR
-                       if (gl_state.texture[0] == 0)
-                       {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
+                       CHECKGLERROR
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+                       CHECKGLERROR
                }
        }
-       if (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2)
+}
+
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
+{
+       if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
        {
-               qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+               CHECKGLERROR
+               qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
                if (gl_state.blendfunc2 == GL_ZERO)
                {
                        if (gl_state.blendfunc1 == GL_ONE)
@@ -638,185 +706,530 @@ void GL_MeshState(buf_mesh_t *mesh)
                        }
                }
        }
-       if (gl_state.depthtest != mesh->depthtest)
-       {
-               gl_state.depthtest = mesh->depthtest;
-               if (gl_state.depthtest)
-                       qglEnable(GL_DEPTH_TEST);
-               else
-                       qglDisable(GL_DEPTH_TEST);
-       }
-       if (gl_state.depthmask != mesh->depthmask)
-       {
-               qglDepthMask(gl_state.depthmask = mesh->depthmask);CHECKGLERROR
-       }
 }
 
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
+void GL_DepthMask(int state)
 {
-       unsigned int i, j, in;
-       if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
-       {
-               // GL 1.2 or GL 1.1 with extension
-               qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
-       }
-       else if (gl_mesh_drawmode.integer >= 2)
-       {
-               // GL 1.1
-               qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
-       }
-       else if (gl_mesh_drawmode.integer >= 1)
+       if (gl_state.depthmask != state)
        {
-               // GL 1.1
-               // feed it manually using glArrayElement
-               qglBegin(GL_TRIANGLES);
-               for (i = 0;i < indexcount;i++)
-                       qglArrayElement(index[i]);
-               qglEnd();
+               CHECKGLERROR
+               qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
        }
-       else
+}
+
+void GL_DepthTest(int state)
+{
+       if (gl_state.depthtest != state)
        {
-               // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
-               // feed it manually
-               qglBegin(GL_TRIANGLES);
-               if (gl_state.texture[1]) // if the mesh uses multiple textures
+               gl_state.depthtest = state;
+               CHECKGLERROR
+               if (gl_state.depthtest)
                {
-                       // the minigl doesn't have this (because it does not have ARB_multitexture)
-                       for (i = 0;i < indexcount;i++)
-                       {
-                               in = index[i];
-                               qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
-                               for (j = 0;j < backendunits;j++)
-                                       if (gl_state.texture[j])
-                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
-                               qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
-                       }
+                       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
                }
                else
                {
-                       for (i = 0;i < indexcount;i++)
-                       {
-                               in = index[i];
-                               qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
-                               if (gl_state.texture[0])
-                                       qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
-                               qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
-                       }
+                       qglDisable(GL_DEPTH_TEST);CHECKGLERROR
                }
-               qglEnd();
        }
 }
 
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+void GL_DepthRange(float nearfrac, float farfrac)
 {
-       int i, k;
-       float *v, tempv[4];
-       buf_mesh_t *mesh;
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Render: called when backend is not active\n");
+       if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
+       {
+               gl_state.depthrange[0] = nearfrac;
+               gl_state.depthrange[1] = farfrac;
+               qglDepthRange(nearfrac, farfrac);
+       }
+}
 
-       if (!currentmesh)
-               return;
+void GL_PolygonOffset(float planeoffset, float depthoffset)
+{
+       if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
+       {
+               gl_state.polygonoffset[0] = planeoffset;
+               gl_state.polygonoffset[1] = depthoffset;
+               qglPolygonOffset(planeoffset, depthoffset);
+       }
+}
 
-       if (!r_render.integer)
+void GL_SetMirrorState(qboolean state)
+{
+       if(!state != !v_flipped_state)
        {
-               currentmesh = 0;
-               currenttriangle = 0;
-               currentvertex = 0;
-               return;
+               // change cull face mode!
+               if(gl_state.cullface == GL_BACK)
+                       qglCullFace((gl_state.cullface = GL_FRONT));
+               else if(gl_state.cullface == GL_FRONT)
+                       qglCullFace((gl_state.cullface = GL_BACK));
        }
+       v_flipped_state = state;
+}
 
+void GL_CullFace(int state)
+{
        CHECKGLERROR
 
-       // drawmode 0 always uses byte colors
-       if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
-               GL_ConvertColorsFloatToByte();
+       if(v_flipped_state)
+       {
+               if(state == GL_FRONT)
+                       state = GL_BACK;
+               else if(state == GL_BACK)
+                       state = GL_FRONT;
+       }
 
-       if (gl_backend_rebindtextures)
+       if (state != GL_NONE)
        {
-               gl_backend_rebindtextures = false;
-               GL_SetupTextureState();
+               if (!gl_state.cullfaceenable)
+               {
+                       gl_state.cullfaceenable = true;
+                       qglEnable(GL_CULL_FACE);CHECKGLERROR
+               }
+               if (gl_state.cullface != state)
+               {
+                       gl_state.cullface = state;
+                       qglCullFace(gl_state.cullface);CHECKGLERROR
+               }
+       }
+       else
+       {
+               if (gl_state.cullfaceenable)
+               {
+                       gl_state.cullfaceenable = false;
+                       qglDisable(GL_CULL_FACE);CHECKGLERROR
+               }
        }
+}
 
-       GL_MeshState(buf_mesh);
-       for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++)
+void GL_AlphaTest(int state)
+{
+       if (gl_state.alphatest != state)
        {
-               for (i = 0, v = buf_vertex[mesh->firstvert].v;i < mesh->verts;i++, v += 4)
+               gl_state.alphatest = state;
+               CHECKGLERROR
+               if (gl_state.alphatest)
+               {
+                       qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+               }
+               else
                {
-                       VectorCopy(v, tempv);
-                       Matrix4x4_Transform(&mesh->matrix, tempv, v);
+                       qglDisable(GL_ALPHA_TEST);CHECKGLERROR
                }
        }
-       GL_LockArray(0, currentvertex);
-       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
+}
+
+void GL_ColorMask(int r, int g, int b, int a)
+{
+       int state = r*8 + g*4 + b*2 + a*1;
+       if (gl_state.colormask != state)
+       {
+               gl_state.colormask = state;
+               CHECKGLERROR
+               qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+       }
+}
+
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+       if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+       {
+               gl_state.color4f[0] = cr;
+               gl_state.color4f[1] = cg;
+               gl_state.color4f[2] = cb;
+               gl_state.color4f[3] = ca;
+               CHECKGLERROR
+               qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+               CHECKGLERROR
+       }
+}
 
-       if (currentmesh >= 2)
+void GL_LockArrays(int first, int count)
+{
+       if (count < gl_lockarrays_minimumvertices.integer)
        {
-               for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
+               first = 0;
+               count = 0;
+       }
+       if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
+       {
+               if (gl_state.lockrange_count)
+               {
+                       gl_state.lockrange_count = 0;
+                       CHECKGLERROR
+                       qglUnlockArraysEXT();
+                       CHECKGLERROR
+               }
+               if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
                {
-                       GL_MeshState(mesh);
-                       GL_DrawRangeElements(mesh->firstvert, mesh->firstvert + mesh->verts, mesh->triangles * 3, buf_tri[mesh->firsttriangle].index);CHECKGLERROR
+                       gl_state.lockrange_first = first;
+                       gl_state.lockrange_count = count;
+                       CHECKGLERROR
+                       qglLockArraysEXT(first, count);
+                       CHECKGLERROR
                }
        }
+}
+
+void GL_Scissor (int x, int y, int width, int height)
+{
+       CHECKGLERROR
+       qglScissor(x, vid.height - (y + height),width,height);
+       CHECKGLERROR
+}
 
-       currentmesh = 0;
-       currenttriangle = 0;
-       currentvertex = 0;
+void GL_ScissorTest(int state)
+{
+       if(gl_state.scissortest == state)
+               return;
 
-       GL_UnlockArray();CHECKGLERROR
+       CHECKGLERROR
+       if((gl_state.scissortest = state))
+               qglEnable(GL_SCISSOR_TEST);
+       else
+               qglDisable(GL_SCISSOR_TEST);
+       CHECKGLERROR
 }
 
-// restores backend state, used when done with 3D rendering
-void R_Mesh_Finish(void)
+void GL_Clear(int mask)
+{
+       CHECKGLERROR
+       qglClear(mask);CHECKGLERROR
+}
+
+void GL_TransformToScreen(const vec4_t in, vec4_t out)
+{
+       vec4_t temp;
+       float iw;
+       Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
+       Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
+       iw = 1.0f / out[3];
+       out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f;
+       out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f;
+       out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f;
+}
+
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+       BACKENDACTIVECHECK
+       CHECKGLERROR
+       if (gl_printcheckerror.integer && !gl_paranoid.integer)
+       {
+               Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
+               Cvar_SetValueQuick(&gl_paranoid, 1);
+       }
+       GL_Backend_ResetState();
+}
+
+qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
+{
+       int shaderobject;
+       int shadercompiled;
+       char compilelog[MAX_INPUTLINE];
+       shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+       if (!shaderobject)
+               return false;
+       qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+       qglCompileShaderARB(shaderobject);CHECKGLERROR
+       qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
+       qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+       if (compilelog[0] && developer.integer > 0)
+       {
+               int i, j, pretextlines = 0;
+               for (i = 0;i < numstrings - 1;i++)
+                       for (j = 0;strings[i][j];j++)
+                               if (strings[i][j] == '\n')
+                                       pretextlines++;
+               Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
+       }
+       if (!shadercompiled)
+       {
+               qglDeleteObjectARB(shaderobject);CHECKGLERROR
+               return false;
+       }
+       qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
+       qglDeleteObjectARB(shaderobject);CHECKGLERROR
+       return true;
+}
+
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+       GLint programlinked;
+       GLuint programobject = 0;
+       char linklog[MAX_INPUTLINE];
+       CHECKGLERROR
+
+       programobject = qglCreateProgramObjectARB();CHECKGLERROR
+       if (!programobject)
+               return 0;
+
+       if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+               goto cleanup;
+
+#ifdef GL_GEOMETRY_SHADER_ARB
+       if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+               goto cleanup;
+#endif
+
+       if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+               goto cleanup;
+
+       qglLinkProgramARB(programobject);CHECKGLERROR
+       qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
+       qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+       if (linklog[0])
+       {
+               Con_DPrintf("program link log:\n%s\n", linklog);
+               // software vertex shader is ok but software fragment shader is WAY
+               // too slow, fail program if so.
+               // NOTE: this string might be ATI specific, but that's ok because the
+               // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
+               // software fragment shader due to low instruction and dependent
+               // texture limits.
+               if (strstr(linklog, "fragment shader will run in software"))
+                       programlinked = false;
+       }
+       if (!programlinked)
+               goto cleanup;
+       return programobject;
+cleanup:
+       qglDeleteObjectARB(programobject);CHECKGLERROR
+       return 0;
+}
+
+void GL_Backend_FreeProgram(unsigned int prog)
+{
+       CHECKGLERROR
+       qglDeleteObjectARB(prog);
+       CHECKGLERROR
+}
+
+int gl_backend_rebindtextures;
+
+void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 {
        int i;
-       // flush any queued meshs
-       if (currentmesh)
-               R_Mesh_Render();
+       if (offset)
+       {
+               for (i = 0;i < count;i++)
+                       *out++ = *in++ + offset;
+       }
+       else
+               memcpy(out, in, sizeof(*out) * count);
+}
 
-       if (backendunits > 1)
+// renders triangles using vertices from the active arrays
+int paranoidblah = 0;
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset)
+{
+       unsigned int numelements = numtriangles * 3;
+       if (numvertices < 3 || numtriangles < 1)
+       {
+               Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset);
+               return;
+       }
+       if (gl_vbo.integer != 1)
+               bufferobject = 0;
+       CHECKGLERROR
+       r_refdef.stats.meshes++;
+       r_refdef.stats.meshes_elements += numelements;
+       if (gl_paranoid.integer)
        {
-               for (i = backendunits - 1;i >= 0;i--)
+               unsigned int i, j, size;
+               const int *p;
+               // note: there's no validation done here on buffer objects because it
+               // is somewhat difficult to get at the data, and gl_paranoid can be
+               // used without buffer objects if the need arises
+               // (the data could be gotten using glMapBuffer but it would be very
+               //  slow due to uncachable video memory reads)
+               if (!qglIsEnabled(GL_VERTEX_ARRAY))
+                       Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+               CHECKGLERROR
+               if (gl_state.pointer_vertex)
+                       for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
+                               paranoidblah += *p;
+               if (gl_state.pointer_color_enabled)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-                       if (gl_combine.integer)
+                       if (!qglIsEnabled(GL_COLOR_ARRAY))
+                               Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+                       CHECKGLERROR
+                       if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+                               for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
+                                       paranoidblah += *p;
+               }
+               for (i = 0;i < backendarrayunits;i++)
+               {
+                       if (gl_state.units[i].arrayenabled)
                        {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                               GL_ClientActiveTexture(i);
+                               if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+                                       Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+                               CHECKGLERROR
+                               if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
+                                       for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
+                                               paranoidblah += *p;
                        }
-                       if (i > 0)
+               }
+               for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+               {
+                       if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
                        {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
+                               return;
                        }
-                       else
+               }
+               CHECKGLERROR
+       }
+       if (r_render.integer)
+       {
+               CHECKGLERROR
+               if (gl_mesh_testmanualfeeding.integer)
+               {
+                       unsigned int i, j;
+                       const GLfloat *p;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                        {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               for (j = 0;j < backendarrayunits;j++)
+                               {
+                                       if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
+                                       {
+                                               if (backendarrayunits > 1)
+                                               {
+                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 3)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 2)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+                                                       }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               qglTexCoord4f(p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 3)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               qglTexCoord3f(p[0], p[1], p[2]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 2)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               qglTexCoord2f(p[0], p[1]);
+                                                       }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               qglTexCoord1f(p[0]);
+                                                       }
+                                               }
+                                       }
+                               }
+                               if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+                               {
+                                       p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
+                                       qglColor4f(p[0], p[1], p[2], p[3]);
+                               }
+                               p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
+                               qglVertex3f(p[0], p[1], p[2]);
                        }
-                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-
-                       if (usedarrays)
+                       qglEnd();
+                       CHECKGLERROR
+               }
+               else if (gl_mesh_testarrayelement.integer)
+               {
+                       int i;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < numtriangles * 3;i++)
                        {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglArrayElement(elements[i]);
                        }
+                       qglEnd();
+                       CHECKGLERROR
+               }
+               else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+               {
+                       GL_BindEBO(bufferobject);
+                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
+                       CHECKGLERROR
+               }
+               else
+               {
+                       GL_BindEBO(bufferobject);
+                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
+                       CHECKGLERROR
                }
        }
-       else
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+       unsigned int i;
+       BACKENDACTIVECHECK
+       CHECKGLERROR
+       GL_LockArrays(0, 0);
+       CHECKGLERROR
+
+       for (i = 0;i < backendimageunits;i++)
        {
-               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-               if (usedarrays)
+               GL_ActiveTexture(i);
+               qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+               if (gl_texture3d)
                {
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                }
        }
-       if (usedarrays)
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               GL_ActiveTexture(backendarrayunits - 1 - i);
+               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+       }
+       for (i = 0;i < backendunits;i++)
        {
-               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-               qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+               GL_ActiveTexture(backendunits - 1 - i);
+               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+               if (gl_texture3d)
+               {
+                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+               }
+               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+               if (gl_combine.integer)
+               {
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+               }
        }
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
        qglDisable(GL_BLEND);CHECKGLERROR
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
@@ -824,217 +1237,833 @@ void R_Mesh_Finish(void)
        qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
 }
 
-void R_Mesh_ClearDepth(void)
-{
-       if (currentmesh)
-               R_Mesh_Render();
-       R_Mesh_Finish();
-       qglClear(GL_DEPTH_BUFFER_BIT);
-       R_Mesh_Start(r_mesh_farclip);
-}
-
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
+int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
 {
-       // these are static because gcc runs out of virtual registers otherwise
-       int i, j, overbright;
-       float scaler;
-       buf_mesh_t *mesh;
+       gl_bufferobjectinfo_t *info;
+       GLuint bufferobject;
 
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
+       if (!gl_vbo.integer)
+               return 0;
 
-       if (!m->numtriangles
-        || !m->numverts)
-               Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
-
-       // LordHavoc: removed this error condition because with floatcolors 0,
-       // the 3DFX driver works with very large meshs
-       // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
-       //if (m->numtriangles > 1024 || m->numverts > 3072)
-       //{
-       //      Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
-       //      return false;
-       //}
-
-       i = max(m->numtriangles * 3, m->numverts);
-       if (overflowedverts < i)
-               overflowedverts = i;
-
-       if (m->numtriangles > max_meshs || m->numverts > max_verts)
+       qglGenBuffersARB(1, &bufferobject);
+       switch(target)
        {
-               Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
-               return false;
+       case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
+       case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
+       default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
        }
+       qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
 
-       if (currentmesh)
-       {
-               R_Mesh_Render();
-               Con_Printf("mesh queue not empty, flushing.\n");
-       }
+       info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
+       memset(info, 0, sizeof(*info));
+       info->target = target;
+       info->object = bufferobject;
+       info->size = size;
+       strlcpy(info->name, name, sizeof(info->name));
 
-       c_meshs++;
-       c_meshtris += m->numtriangles;
-       m->index = &buf_tri[currenttriangle].index[0];
-       m->vertex = &buf_vertex[currentvertex].v[0];
-       m->color = &buf_fcolor[currentvertex].c[0];
-       for (i = 0;i < backendunits;i++)
-               m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
+       return (int)bufferobject;
+}
 
-       // opaque meshs are rendered directly
-       mesh = &buf_mesh[currentmesh++];
-       mesh->firsttriangle = currenttriangle;
-       mesh->firstvert = currentvertex;
-       currenttriangle += m->numtriangles;
-       currentvertex += m->numverts;
+void R_Mesh_DestroyBufferObject(int bufferobject)
+{
+       int i, endindex;
+       gl_bufferobjectinfo_t *info;
 
-       mesh->blendfunc1 = m->blendfunc1;
-       mesh->blendfunc2 = m->blendfunc2;
-       mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
-       mesh->depthtest = !m->depthdisable;
-       mesh->triangles = m->numtriangles;
-       mesh->verts = m->numverts;
-       mesh->matrix = m->matrix; // this copies the struct
+       qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
 
-       overbright = false;
-       scaler = 1;
-       if (m->blendfunc1 == GL_DST_COLOR)
-       {
-               // check if it is a 2x modulate with framebuffer
-               if (m->blendfunc2 == GL_SRC_COLOR)
-                       scaler *= 0.5f;
-       }
-       else if (m->blendfunc2 != GL_SRC_COLOR)
+       endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
+       for (i = 0;i < endindex;i++)
        {
-               if (m->tex[0])
+               info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
+               if (!info)
+                       continue;
+               if (info->object == bufferobject)
                {
-                       overbright = wantoverbright && gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
+                       Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
+                       break;
                }
-               scaler *= overbrightscale;
        }
-       m->colorscale = scaler;
+}
 
-       j = -1;
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
+void GL_Mesh_ListVBOs(qboolean printeach)
+{
+       int i, endindex;
+       size_t ebocount = 0, ebomemory = 0;
+       size_t vbocount = 0, vbomemory = 0;
+       gl_bufferobjectinfo_t *info;
+       endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
+       for (i = 0;i < endindex;i++)
        {
-               if ((mesh->textures[i] = m->tex[i]))
+               info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
+               if (!info)
+                       continue;
+               switch(info->target)
                {
-                       j = i;
-                       if (i >= backendunits)
-                               Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+               case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
+               case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
+               default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
                }
-               mesh->texturergbscale[i] = m->texrgbscale[i];
-               if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
-                       mesh->texturergbscale[i] = 1;
        }
-       if (overbright && j >= 0)
-               mesh->texturergbscale[j] = 4;
-
-       return true;
+       Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
 }
 
-/*
-==============================================================================
-
-                                               SCREEN SHOTS
-
-==============================================================================
-*/
-
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
 {
-       qboolean ret;
-       int i;
-       qbyte *buffer;
-
-       if (!r_render.integer)
-               return false;
-
-       buffer = Mem_Alloc(tempmempool, width*height*3);
-       qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
-       CHECKGLERROR
-
-       // LordHavoc: compensate for v_overbrightbits when using hardware gamma
-       if (v_hwgamma.integer)
-               for (i = 0;i < width * height * 3;i++)
-                       buffer[i] <<= v_overbrightbits.integer;
-
-       ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
-
-       Mem_Free(buffer);
-       return ret;
+       if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
+       {
+               double glmatrix[16];
+               backend_modelmatrix = *matrix;
+               Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+               Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
+               CHECKGLERROR
+               qglLoadMatrixd(glmatrix);CHECKGLERROR
+       }
 }
 
-//=============================================================================
+void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
+{
+       if (!gl_vbo.integer)
+               bufferobject = 0;
+       if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
+       {
+               gl_state.pointer_vertex = vertex3f;
+               gl_state.pointer_vertex_buffer = bufferobject;
+               gl_state.pointer_vertex_offset = bufferoffset;
+               CHECKGLERROR
+               GL_BindVBO(bufferobject);
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
+       }
+}
 
-void R_ClearScreen(void)
+void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
 {
-       if (r_render.integer)
+       // note: this can not rely on bufferobject to decide whether a color array
+       // is supplied, because surfmesh_t shares one vbo for all arrays, which
+       // means that a valid vbo may be supplied even if there is no color array.
+       if (color4f)
        {
-               // clear to black
-               qglClearColor(0,0,0,0);CHECKGLERROR
-               // clear the screen
-               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
-               // set dithering mode
-               if (gl_dither.integer)
+               if (!gl_vbo.integer)
+                       bufferobject = 0;
+               // caller wants color array enabled
+               if (!gl_state.pointer_color_enabled)
                {
-                       qglEnable(GL_DITHER);CHECKGLERROR
+                       gl_state.pointer_color_enabled = true;
+                       CHECKGLERROR
+                       qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
                }
-               else
+               if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
+               {
+                       gl_state.pointer_color = color4f;
+                       gl_state.pointer_color_buffer = bufferobject;
+                       gl_state.pointer_color_offset = bufferoffset;
+                       CHECKGLERROR
+                       GL_BindVBO(bufferobject);
+                       qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
+               }
+       }
+       else
+       {
+               // caller wants color array disabled
+               if (gl_state.pointer_color_enabled)
                {
-                       qglDisable(GL_DITHER);CHECKGLERROR
+                       gl_state.pointer_color_enabled = false;
+                       CHECKGLERROR
+                       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+                       // when color array is on the glColor gets trashed, set it again
+                       qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
                }
        }
 }
 
-/*
-==================
-SCR_UpdateScreen
-
-This is called every frame, and can also be called explicitly to flush
-text to the screen.
-==================
-*/
-void SCR_UpdateScreen (void)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
 {
-       VID_Finish ();
-
-       R_TimeReport("finish");
-
-       if (r_textureunits.integer > gl_textureunits)
-               Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
-       if (r_textureunits.integer < 1)
-               Cvar_SetValueQuick(&r_textureunits, 1);
-
-       if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
-               Cvar_SetValueQuick(&gl_combine, 0);
-
-       // lighting scale
-       overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
-
-       // lightmaps only
-       lightscalebit = v_overbrightbits.integer;
-       if (gl_combine.integer && r_textureunits.integer > 1)
-               lightscalebit += 2;
-       lightscale = 1.0f / (float) (1 << lightscalebit);
-
-       R_TimeReport("setup");
-
-       R_ClearScreen();
-
-       R_TimeReport("clear");
-
-       if (scr_conlines < vid.conheight)
-               R_RenderView();
-
-       // draw 2D stuff
-       R_DrawQueue();
-
-       // tell driver to commit it's partially full geometry queue to the rendering queue
-       // (this doesn't wait for the commands themselves to complete)
-       qglFlush();
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       // update array settings
+       CHECKGLERROR
+       // note: there is no need to check bufferobject here because all cases
+       // that involve a valid bufferobject also supply a texcoord array
+       if (texcoord)
+       {
+               if (!gl_vbo.integer)
+                       bufferobject = 0;
+               // texture array unit is enabled, enable the array
+               if (!unit->arrayenabled)
+               {
+                       unit->arrayenabled = true;
+                       GL_ClientActiveTexture(unitnum);
+                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+               // texcoord array
+               if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
+               {
+                       unit->pointer_texcoord = texcoord;
+                       unit->pointer_texcoord_buffer = bufferobject;
+                       unit->pointer_texcoord_offset = bufferoffset;
+                       unit->arraycomponents = numcomponents;
+                       GL_ClientActiveTexture(unitnum);
+                       GL_BindVBO(bufferobject);
+                       qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
+               }
+       }
+       else
+       {
+               // texture array unit is disabled, disable the array
+               if (unit->arrayenabled)
+               {
+                       unit->arrayenabled = false;
+                       GL_ClientActiveTexture(unitnum);
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+       }
 }
 
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d != tex1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (tex1d)
+                       {
+                               if (unit->t1d == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->t1d)
+                               {
+                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
+                       }
+               }
+               unit->t1d = tex1d;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d != tex2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (tex2d)
+                       {
+                               if (unit->t2d == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->t2d)
+                               {
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
+                       }
+               }
+               unit->t2d = tex2d;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d != tex3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (tex3d)
+                       {
+                               if (unit->t3d == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->t3d)
+                               {
+                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
+                       }
+               }
+               unit->t3d = tex3d;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != texcubemap)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texcubemap)
+                       {
+                               if (unit->tcubemap == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->tcubemap)
+                               {
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
+                       }
+               }
+               unit->tcubemap = texcubemap;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texnum)
+                       {
+                               if (unit->t1d == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->t1d)
+                               {
+                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
+                       }
+               }
+               unit->t1d = texnum;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
+               }
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       }
+               }
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
+               }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBind(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
+               }
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texnum)
+                       {
+                               if (unit->t2d == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->t2d)
+                               {
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
+                       }
+               }
+               unit->t2d = texnum;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       }
+               }
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
+               }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
+               }
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
+               }
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texnum)
+                       {
+                               if (unit->t3d == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->t3d)
+                               {
+                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
+                       }
+               }
+               unit->t3d = texnum;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
+               }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
+               }
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
+               }
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       }
+               }
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texnum)
+                       {
+                               if (unit->tcubemap == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->tcubemap)
+                               {
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
+                       }
+               }
+               unit->tcubemap = texnum;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (matrix->m[3][3])
+       {
+               // texmatrix specified, check if it is different
+               if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+               {
+                       double glmatrix[16];
+                       unit->texmatrixenabled = true;
+                       unit->matrix = *matrix;
+                       CHECKGLERROR
+                       Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       GL_ActiveTexture(unitnum);
+                       qglLoadMatrixd(glmatrix);CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               }
+       }
+       else
+       {
+               // no texmatrix specified, revert to identity
+               if (unit->texmatrixenabled)
+               {
+                       unit->texmatrixenabled = false;
+                       CHECKGLERROR
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       GL_ActiveTexture(unitnum);
+                       qglLoadIdentity();CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               }
+       }
+}
+
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       CHECKGLERROR
+       if (gl_combine.integer)
+       {
+               // GL_ARB_texture_env_combine
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (!combinealpha)
+                       combinealpha = GL_MODULATE;
+               if (!rgbscale)
+                       rgbscale = 1;
+               if (!alphascale)
+                       alphascale = 1;
+               if (unit->combinergb != combinergb)
+               {
+                       unit->combinergb = combinergb;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+               }
+               if (unit->combinealpha != combinealpha)
+               {
+                       unit->combinealpha = combinealpha;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+               }
+               if (unit->rgbscale != rgbscale)
+               {
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
+               }
+               if (unit->alphascale != alphascale)
+               {
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
+               }
+       }
+       else
+       {
+               // normal GL texenv
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (unit->combinergb != combinergb)
+               {
+                       unit->combinergb = combinergb;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+               }
+       }
+}
+
+void R_Mesh_TextureState(const rmeshstate_t *m)
+{
+       unsigned int i;
+
+       BACKENDACTIVECHECK
+
+       CHECKGLERROR
+       if (gl_backend_rebindtextures)
+       {
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
+               CHECKGLERROR
+       }
+
+       for (i = 0;i < backendimageunits;i++)
+               R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               if (m->pointer_texcoord3f[i])
+                       R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
+               else
+                       R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
+       }
+       for (i = 0;i < backendunits;i++)
+       {
+               R_Mesh_TexMatrix(i, &m->texmatrix[i]);
+               R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
+       }
+       CHECKGLERROR
+}
+
+void R_Mesh_ResetTextureState(void)
+{
+       unsigned int unitnum;
+
+       BACKENDACTIVECHECK
+
+       CHECKGLERROR
+       if (gl_backend_rebindtextures)
+       {
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
+               CHECKGLERROR
+       }
+
+       for (unitnum = 0;unitnum < backendimageunits;unitnum++)
+       {
+               gltextureunit_t *unit = gl_state.units + unitnum;
+               // update 1d texture binding
+               if (unit->t1d)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
+                       unit->t1d = 0;
+                       qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+               }
+               // update 2d texture binding
+               if (unit->t2d)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
+                       unit->t2d = 0;
+                       qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+               }
+               // update 3d texture binding
+               if (unit->t3d)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       }
+                       unit->t3d = 0;
+                       qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+               }
+               // update cubemap texture binding
+               if (unit->tcubemap)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
+                       unit->tcubemap = 0;
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+               }
+       }
+       for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
+       {
+               gltextureunit_t *unit = gl_state.units + unitnum;
+               // texture array unit is disabled, disable the array
+               if (unit->arrayenabled)
+               {
+                       unit->arrayenabled = false;
+                       GL_ClientActiveTexture(unitnum);
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+       }
+       for (unitnum = 0;unitnum < backendunits;unitnum++)
+       {
+               gltextureunit_t *unit = gl_state.units + unitnum;
+               // no texmatrix specified, revert to identity
+               if (unit->texmatrixenabled)
+               {
+                       unit->texmatrixenabled = false;
+                       CHECKGLERROR
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       GL_ActiveTexture(unitnum);
+                       qglLoadIdentity();CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               }
+               if (gl_combine.integer)
+               {
+                       // GL_ARB_texture_env_combine
+                       if (unit->combinergb != GL_MODULATE)
+                       {
+                               unit->combinergb = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+                       }
+                       if (unit->combinealpha != GL_MODULATE)
+                       {
+                               unit->combinealpha = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+                       }
+                       if (unit->rgbscale != 1)
+                       {
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
+                       }
+                       if (unit->alphascale != 1)
+                       {
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
+                       }
+               }
+               else
+               {
+                       // normal GL texenv
+                       if (unit->combinergb != GL_MODULATE)
+                       {
+                               unit->combinergb = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+                       }
+               }
+       }
+}
+
+void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
+{
+       CHECKGLERROR
+       qglBegin(GL_LINES);
+       for (;numtriangles;numtriangles--, elements += 3)
+       {
+               qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+               qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+               qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+       }
+       qglEnd();
+       CHECKGLERROR
+}