]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
now calls GL_LockArrays manually around each R_Mesh_Draw call instead of locking...
[xonotic/darkplaces.git] / r_shadow.c
index 1e0352f1ec0eb82f53d454ac848ce6fc10409819..b469908c032a07ad84a67428822cf5a40e140861 100644 (file)
@@ -122,7 +122,7 @@ extern void R_Shadow_EditLights_Init(void);
 #define SHADOWSTAGE_NONE 0
 #define SHADOWSTAGE_STENCIL 1
 #define SHADOWSTAGE_LIGHT 2
-#define SHADOWSTAGE_ERASESTENCIL 3
+#define SHADOWSTAGE_STENCILTWOSIDE 3
 
 int r_shadowstage = SHADOWSTAGE_NONE;
 int r_shadow_reloadlights = false;
@@ -176,9 +176,9 @@ cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
 cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
 cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
-cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
@@ -305,9 +305,9 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
        Cvar_RegisterVariable(&r_shadow_worldshadows);
        Cvar_RegisterVariable(&r_shadow_dlightshadows);
-       Cvar_RegisterVariable(&r_shadow_showtris);
        Cvar_RegisterVariable(&r_shadow_staticworldlights);
        Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
                Cvar_SetValue("r_shadow_gloss", 2);
@@ -538,7 +538,11 @@ void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3
 
 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
 {
-       GL_VertexPointer(vertex3f);
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, numvertices);
        if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
                // decrement stencil if frontface is behind depthbuffer
@@ -554,33 +558,35 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
        R_Mesh_Draw(numvertices, numtriangles, element3i);
        c_rt_shadowmeshes++;
        c_rt_shadowtris += numtriangles;
+       GL_LockArrays(0, 0);
 }
 
 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
 {
        shadowmesh_t *mesh;
-       if (r_shadowstage == SHADOWSTAGE_STENCIL)
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       for (mesh = firstmesh;mesh;mesh = mesh->next)
        {
-               // decrement stencil if frontface is behind depthbuffer
-               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
-               for (mesh = firstmesh;mesh;mesh = mesh->next)
+               m.pointer_vertex = mesh->vertex3f;
+               R_Mesh_State(&m);
+               GL_LockArrays(0, mesh->numverts);
+               if (r_shadowstage == SHADOWSTAGE_STENCIL)
                {
-                       GL_VertexPointer(mesh->vertex3f);
+                       // decrement stencil if frontface is behind depthbuffer
+                       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                        R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        c_rtcached_shadowmeshes++;
                        c_rtcached_shadowtris += mesh->numtriangles;
+                       // increment stencil if backface is behind depthbuffer
+                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                }
-               // increment stencil if backface is behind depthbuffer
-               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-       }
-       for (mesh = firstmesh;mesh;mesh = mesh->next)
-       {
-               GL_VertexPointer(mesh->vertex3f);
                R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                c_rtcached_shadowmeshes++;
                c_rtcached_shadowtris += mesh->numtriangles;
+               GL_LockArrays(0, 0);
        }
 }
 
@@ -719,6 +725,8 @@ void R_Shadow_Stage_Begin(void)
 
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+       if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
+               Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
@@ -730,7 +738,7 @@ void R_Shadow_Stage_Begin(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_Color(0, 0, 0, 1);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
@@ -761,7 +769,7 @@ void R_Shadow_Stage_ShadowVolumes(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(0, 0, 0, 0);
        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -778,9 +786,24 @@ void R_Shadow_Stage_ShadowVolumes(void)
        qglDepthFunc(GL_LESS);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
-       r_shadowstage = SHADOWSTAGE_STENCIL;
+       qglStencilFunc(GL_ALWAYS, 128, ~0);
+       if (gl_ext_stenciltwoside.integer)
+       {
+               r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+        qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+        qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+       }
+       else
+       {
+               r_shadowstage = SHADOWSTAGE_STENCIL;
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
        c_rt_clears++;
        // LordHavoc note: many shadow volumes reside entirely inside the world
@@ -796,7 +819,7 @@ void R_Shadow_Stage_LightWithoutShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -807,6 +830,9 @@ void R_Shadow_Stage_LightWithoutShadows(void)
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
        r_shadowstage = SHADOWSTAGE_LIGHT;
@@ -817,7 +843,7 @@ void R_Shadow_Stage_LightWithShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -828,6 +854,9 @@ void R_Shadow_Stage_LightWithShadows(void)
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
        // stencil is 128 (values other than this mean shadow)
@@ -840,7 +869,7 @@ void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -853,6 +882,9 @@ void R_Shadow_Stage_End(void)
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        r_shadowstage = SHADOWSTAGE_NONE;
 }
@@ -1155,7 +1187,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        int renders;
        float color[3], color2[3];
        rmeshstate_t m;
-       GL_VertexPointer(vertex3f);
        if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
                if (!bumptexture)
@@ -1169,6 +1200,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 3/2 3D combine path (Geforce3, Radeon 8500)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
@@ -1177,16 +1209,19 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        m.pointer_texcoord[2] = varray_texcoord3f[2];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        if (lightcubemap)
@@ -1195,7 +1230,8 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1209,36 +1245,44 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
                else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
                {
                        // 1/2/2 3D combine path (original Radeon)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = varray_texcoord3f[0];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        if (lightcubemap)
@@ -1247,7 +1291,8 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1261,31 +1306,37 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
                else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
                {
                        // 2/2 3D combine path (original Radeon)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1300,11 +1351,13 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
                else if (r_textureunits.integer >= 4)
                {
                        // 4/2 2D combine path (Geforce3, Radeon 8500)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
@@ -1315,17 +1368,20 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        m.pointer_texcoord[2] = varray_texcoord2f[2];
                        m.pointer_texcoord[3] = varray_texcoord2f[3];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        if (lightcubemap)
@@ -1334,7 +1390,8 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1348,39 +1405,47 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
                else
                {
                        // 2/2/2 2D combine path (any dot3 card)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.pointer_texcoord[0] = varray_texcoord2f[0];
                        m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        if (lightcubemap)
@@ -1389,7 +1454,8 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1403,6 +1469,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
        }
        else
@@ -1410,9 +1477,10 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
                GL_DepthTest(true);
-               GL_ColorPointer(varray_color4f);
                VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                memset(&m, 0, sizeof(m));
+               m.pointer_vertex = vertex3f;
+               m.pointer_color = varray_color4f;
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = texcoord2f;
                if (r_textureunits.integer >= 2)
@@ -1422,7 +1490,8 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[1] = varray_texcoord2f[1];
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                }
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
+               GL_LockArrays(0, numverts);
                for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                {
                        color[0] = bound(0, color2[0], 1);
@@ -1436,6 +1505,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
                }
+               GL_LockArrays(0, 0);
        }
 }
 
@@ -1455,28 +1525,32 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        bumptexture = r_shadow_blankbumptexture;
                if (glosstexture == r_shadow_blankglosstexture)
                        colorscale *= r_shadow_gloss2intensity.value;
-               GL_VertexPointer(vertex3f);
                GL_Color(1,1,1,1);
                if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
                        // 2/0/0/1/2 3D combine blendsquare path
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        // square alpha in framebuffer a few times to make it shiny
                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
@@ -1489,18 +1563,23 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+                       GL_LockArrays(0, 0);
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = varray_texcoord3f[0];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(glosstexture);
                        if (lightcubemap)
                        {
@@ -1509,7 +1588,8 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
@@ -1523,27 +1603,33 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
                else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
                        // 2/0/0/2 3D combine blendsquare path
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        // square alpha in framebuffer a few times to make it shiny
                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
@@ -1556,13 +1642,16 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+                       GL_LockArrays(0, 0);
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(glosstexture);
                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1577,27 +1666,33 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
                else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
                        // 2/0/0/2/2 2D combine blendsquare path
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        // square alpha in framebuffer a few times to make it shiny
                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
@@ -1610,21 +1705,26 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+                       GL_LockArrays(0, 0);
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.pointer_texcoord[0] = varray_texcoord2f[0];
                        m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+                       GL_LockArrays(0, numverts);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(glosstexture);
                        if (lightcubemap)
                        {
@@ -1633,7 +1733,8 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, numverts);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
@@ -1647,6 +1748,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
        }
 }
@@ -2029,34 +2131,6 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                if (r_shadow_staticworldlights.integer && rtlight->compiled)
                {
                        R_Mesh_Matrix(&ent->matrix);
-                       if (r_shadow_showtris.integer)
-                       {
-                               shadowmesh_t *mesh;
-                               rmeshstate_t m;
-                               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
-                               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
-                               qglDisable(GL_DEPTH_TEST);
-                               qglDisable(GL_STENCIL_TEST);
-                               //qglDisable(GL_CULL_FACE);
-                               GL_ColorMask(1,1,1,1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State_Texture(&m);
-                               GL_Color(0,0.1,0,1);
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
-                               {
-                                       GL_VertexPointer(mesh->vertex3f);
-                                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               }
-                               //qglEnable(GL_CULL_FACE);
-                               if (depthenabled)
-                                       qglEnable(GL_DEPTH_TEST);
-                               if (stencilenabled)
-                               {
-                                       qglEnable(GL_STENCIL_TEST);
-                                       GL_ColorMask(0,0,0,0);
-                               }
-                       }
                        R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
                }
                else
@@ -2087,29 +2161,6 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
                                shadowmesh_t *mesh;
                                R_Mesh_Matrix(&ent->matrix);
-                               if (r_shadow_showtris.integer)
-                               {
-                                       rmeshstate_t m;
-                                       int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
-                                       int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
-                                       qglDisable(GL_DEPTH_TEST);
-                                       qglDisable(GL_STENCIL_TEST);
-                                       //qglDisable(GL_CULL_FACE);
-                                       memset(&m, 0, sizeof(m));
-                                       R_Mesh_State_Texture(&m);
-                                       GL_Color(0.2,0,0,1);
-                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                                       for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                                       {
-                                               GL_VertexPointer(mesh->vertex3f);
-                                               R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       }
-                                       //qglEnable(GL_CULL_FACE);
-                                       if (depthenabled)
-                                               qglEnable(GL_DEPTH_TEST);
-                                       if (stencilenabled)
-                                               qglEnable(GL_STENCIL_TEST);
-                               }
                                for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
                                {
                                        R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
@@ -2149,7 +2200,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        if (visiblevolumes)
        {
                memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                GL_DepthMask(false);