]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
eliminated rmeshstate_t .pointer_vertex and .pointer_color (now must use R_Mesh_Verte...
[xonotic/darkplaces.git] / r_shadow.c
index d43bf7b466818cc9b3a8958cfeb90274df23ff1d..9ddb71f74cb7214dedfb98072767f14df5f1a23a 100644 (file)
@@ -702,7 +702,6 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
 
 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
 {
-       rmeshstate_t m;
        if (r_shadow_compilingrtlight)
        {
                // if we're compiling an rtlight, capture the mesh
@@ -710,9 +709,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                return;
        }
        renderstats.lights_shadowtriangles += numtriangles;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = vertex3f;
-       R_Mesh_State(&m);
+       R_Mesh_VertexPointer(vertex3f);
        GL_LockArrays(0, numvertices);
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
        {
@@ -811,8 +808,6 @@ matrix4x4_t r_shadow_entitytoattenuationz;
 
 void R_Shadow_RenderMode_Begin(void)
 {
-       rmeshstate_t m;
-
        R_Shadow_ValidateCvars();
 
        if (!r_shadow_attenuation2dtexture
@@ -821,8 +816,8 @@ void R_Shadow_RenderMode_Begin(void)
         || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
                R_Shadow_MakeTextures();
 
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State(&m);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -853,7 +848,6 @@ void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
 
 void R_Shadow_RenderMode_Reset(void)
 {
-       rmeshstate_t m;
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
        {
                qglUseProgramObjectARB(0);
@@ -864,8 +858,8 @@ void R_Shadow_RenderMode_Reset(void)
        }
        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
                qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State(&m);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
 }
 
 void R_Shadow_RenderMode_StencilShadowVolumes(void)
@@ -940,6 +934,9 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
                R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
                R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
                R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
+               R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
+               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
+               R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
                //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
@@ -1237,10 +1234,9 @@ static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_
        // used to display how many times a surface is lit for level design purposes
        int surfacelistindex;
        model_t *model = ent->model;
-       rmeshstate_t m;
        GL_Color(0.1, 0.025, 0, 1);
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State(&m);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
        RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, false, false, numsurfaces, surfacelist);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
@@ -1258,18 +1254,17 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en
        model_t *model = ent->model;
        RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
        R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false);
+       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
-               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
        }
+       GL_LockArrays(0, 0);
 }
 
 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
@@ -1291,7 +1286,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
        {
                // 3 3D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
@@ -1307,7 +1301,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
        {
                // 2 3D combine path (Geforce3, original Radeon)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
@@ -1320,7 +1313,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
        {
                // 4 2D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
@@ -1342,7 +1334,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
        {
                // 3 2D combine path (Geforce3, original Radeon)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
@@ -1358,14 +1349,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
        {
                // 2/2/2 2D combine path (any dot3 card)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1373,7 +1363,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1386,7 +1375,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
-       R_Mesh_State(&m);
+       R_Mesh_TextureState(&m);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
        VectorScale(lightcolorbase, colorscale, color2);
        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1417,7 +1406,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        {
                // 3/2 3D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
@@ -1429,7 +1417,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1437,7 +1425,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1453,11 +1440,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        {
                // 1/2/2 3D combine path (original Radeon)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1465,7 +1451,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
@@ -1474,14 +1459,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1497,7 +1481,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        {
                // 2/2 3D combine path (original Radeon)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
@@ -1506,7 +1489,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1514,7 +1497,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1527,7 +1509,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        {
                // 4/2 2D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
@@ -1542,7 +1523,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[3] = rsurface_vertex3f;
                m.texmatrix[3] = r_shadow_entitytoattenuationz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1550,7 +1531,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1566,14 +1546,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        {
                // 2/2/2 2D combine path (any dot3 card)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1581,7 +1560,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
@@ -1590,14 +1568,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1610,7 +1587,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
-       R_Mesh_State(&m);
+       R_Mesh_TextureState(&m);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
        VectorScale(lightcolorbase, colorscale, color2);
        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1637,7 +1614,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
        {
                // 2/0/0/1/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1645,7 +1621,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1653,9 +1629,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
-               R_Mesh_State(&m);
+               R_Mesh_ResetTextureState();
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
@@ -1668,18 +1642,16 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1695,7 +1667,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
        {
                // 2/0/0/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1703,7 +1674,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1711,9 +1682,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
-               R_Mesh_State(&m);
+               R_Mesh_ResetTextureState();
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
@@ -1726,7 +1695,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1739,7 +1707,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
        {
                // 2/0/0/2/2 2D combine blendsquare path
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1747,7 +1714,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1755,9 +1722,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
-               R_Mesh_State(&m);
+               R_Mesh_ResetTextureState();
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
@@ -1770,21 +1735,19 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
@@ -1796,7 +1759,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
-       R_Mesh_State(&m);
+       R_Mesh_TextureState(&m);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
        VectorScale(lightcolorbase, colorscale, color2);
        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1818,6 +1781,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
        if (!doambient && !dodiffuse && !dospecular)
                return;
        RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
+       R_Mesh_ColorPointer(NULL);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
@@ -1929,39 +1893,31 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
        VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
        VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       R_Mesh_ColorPointer(rsurface_array_color4f);
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(basetexture);
+       m.texmatrix[0] = texture->currenttexmatrix;
+       m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
        if (r_textureunits.integer >= 2)
        {
-               // voodoo2
+               // voodoo2 or TNT
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[1] = rsurface_vertex3f;
                if (r_textureunits.integer >= 3)
                {
-                       // Geforce3/Radeon class but not using dot3
+                       // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.texmatrix[2] = r_shadow_entitytoattenuationz;
+                       m.pointer_texcoord3f[2] = rsurface_vertex3f;
                }
        }
-       m.pointer_color = rsurface_array_color4f;
-       R_Mesh_State(&m);
+       R_Mesh_TextureState(&m);
        RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, false, numsurfaces, surfacelist);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
                // OpenGL 1.1 path (anything)
-               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-               R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
-               if (r_textureunits.integer >= 2)
-               {
-                       // voodoo2 or TNT
-                       R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
-                       if (r_textureunits.integer >= 3)
-                       {
-                               // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
-                               R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
-                       }
-               }
                R_Mesh_TexBind(0, R_GetTexture(basetexture));
                R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase);
                if (dopants)