]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
physics: fix and refactor unsticking
[xonotic/darkplaces.git] / gl_backend.c
index b2a4b5587863dd933349be9128aa3e7972a6124a..b5336a226223f62d852b5760a5b8e534117c8546 100644 (file)
@@ -4,17 +4,17 @@
 
 #define MAX_RENDERTARGETS 4
 
-cvar_t gl_debug = {0, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages.  (note: enabling may not take effect until vid_restart on some drivers)"};
-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 gl_debug = {CF_CLIENT, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages.  (note: enabling may not take effect until vid_restart on some drivers)"};
+cvar_t gl_paranoid = {CF_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {CF_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
 
-cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
-cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (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 r_render = {CF_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_renderview = {CF_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_waterwarp = {CF_CLIENT | CF_ARCHIVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CF_CLIENT | CF_ARCHIVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
 
-cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
-qboolean v_flipped_state = false;
+cvar_t v_flipped = {CF_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+qbool v_flipped_state = false;
 
 r_viewport_t gl_viewport;
 matrix4x4_t gl_modelmatrix;
@@ -24,12 +24,10 @@ matrix4x4_t gl_projectionmatrix;
 matrix4x4_t gl_modelviewprojectionmatrix;
 float gl_modelview16f[16];
 float gl_modelviewprojection16f[16];
-qboolean gl_modelmatrixchanged;
+qbool gl_modelmatrixchanged;
 
 #ifdef DEBUGGL
-int gl_errornumber = 0;
-
-void GL_PrintError(int errornumber, const char *filename, int linenumber)
+void GL_PrintError(GLenum errornumber, const char *filename, unsigned int linenumber)
 {
        switch(errornumber)
        {
@@ -112,7 +110,7 @@ static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint
 
 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
 
-void SCR_ScreenShot_f (void);
+void SCR_ScreenShot_f(cmd_state_t *cmd);
 
 typedef struct gltextureunit_s
 {
@@ -135,14 +133,14 @@ typedef struct gl_state_s
        int cullfaceenable;
        int blendfunc1;
        int blendfunc2;
-       qboolean blend;
+       qbool blend;
        GLboolean depthmask;
        int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
        int depthtest;
        int depthfunc;
        float depthrange[2];
        float polygonoffset[2];
-       qboolean alphatocoverage;
+       qbool alphatocoverage;
        int scissortest;
        unsigned int unit;
        gltextureunit_t units[MAX_TEXTUREUNITS];
@@ -154,7 +152,7 @@ typedef struct gl_state_s
        int uniformbufferobject;
        int framebufferobject;
        int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
-       qboolean pointer_color_enabled;
+       qbool pointer_color_enabled;
 
        // GL3.2 Core requires that we have a GL_VERTEX_ARRAY_OBJECT, but... just one.
        unsigned int defaultvao;
@@ -179,7 +177,7 @@ typedef struct gl_state_s
 
        memexpandablearray_t meshbufferarray;
 
-       qboolean active;
+       qbool active;
 }
 gl_state_t;
 
@@ -245,7 +243,7 @@ unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
 
-static void GL_VBOStats_f(void)
+static void GL_VBOStats_f(cmd_state_t *cmd)
 {
        GL_Mesh_ListVBOs(true);
 }
@@ -258,17 +256,19 @@ static void gl_backend_start(void)
 
        Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
 
-       Con_DPrintf("OpenGL backend started.\n");
+       Con_Printf("OpenGL backend started\n");
 
        CHECKGLERROR
 
        switch(vid.renderpath)
        {
+#ifndef USE_GLES2
        case RENDERPATH_GL32:
                // GL3.2 Core requires that we have a VAO bound - but using more than one has no performance benefit so this is just placeholder
                qglGenVertexArrays(1, &gl_state.defaultvao);
                qglBindVertexArray(gl_state.defaultvao);
                // fall through
+#endif //USE_GLES2
        case RENDERPATH_GLES2:
                // fetch current fbo here (default fbo is not 0 on some GLES devices)
                CHECKGLERROR
@@ -281,7 +281,7 @@ static void gl_backend_start(void)
 
 static void gl_backend_shutdown(void)
 {
-       Con_DPrint("OpenGL Backend shutting down\n");
+       Con_Print("OpenGL backend shutting down\n");
 
        switch(vid.renderpath)
        {
@@ -372,12 +372,12 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_paranoid);
        Cvar_RegisterVariable(&gl_printcheckerror);
 
-       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");
+       Cmd_AddCommand(CF_CLIENT, "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_devicelost, gl_backend_devicerestored);
 }
 
-void GL_SetMirrorState(qboolean state);
+void GL_SetMirrorState(qbool state);
 
 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
 {
@@ -426,7 +426,7 @@ static int bboxedges[12][2] =
        {3, 7}, // XY, +Z
 };
 
-qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
+qbool R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
 {
        int i, ix1, iy1, ix2, iy2;
        float x1, y1, x2, y2;
@@ -970,28 +970,28 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
                // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
 #ifdef USE_GLES2
                // FIXME: separate stencil attachment on GLES
-               if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
-               if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+               if (depthtexture  && depthtexture->texnum ) { qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR }
+               if (depthtexture  && depthtexture->renderbuffernum ) { qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR }
 #else
                if (depthtexture  && depthtexture->texnum )
                {
                        qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
-                       if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+                       if (depthtexture->glisdepthstencil) { qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR }
                }
                if (depthtexture  && depthtexture->renderbuffernum )
                {
                        qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
-                       if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+                       if (depthtexture->glisdepthstencil) { qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR }
                }
 #endif
-               if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
-               if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
-               if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
-               if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
-               if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
-               if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
-               if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
-               if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
+               if (colortexture  && colortexture->texnum ) { qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR }
+               if (colortexture2 && colortexture2->texnum) { qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR }
+               if (colortexture3 && colortexture3->texnum) { qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR }
+               if (colortexture4 && colortexture4->texnum) { qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR }
+               if (colortexture  && colortexture->renderbuffernum ) { qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR }
+               if (colortexture2 && colortexture2->renderbuffernum) { qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR }
+               if (colortexture3 && colortexture3->renderbuffernum) { qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR }
+               if (colortexture4 && colortexture4->renderbuffernum) { qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR }
 
 #ifndef USE_GLES2
                if (colortexture4)
@@ -1102,6 +1102,7 @@ static void GL_Backend_ResetState(void)
        case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                // set up debug output early
+#ifdef DEBUGGL
                if (vid.support.arb_debug_output)
                {
                        GLuint unused = 0;
@@ -1120,6 +1121,7 @@ static void GL_Backend_ResetState(void)
                                qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
                        qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
                }
+#endif //DEBUGGL
                CHECKGLERROR
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
                qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
@@ -1162,7 +1164,7 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
 {
        if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
        {
-               qboolean blendenable;
+               qbool blendenable;
                gl_state.blendfunc1 = blendfunc1;
                gl_state.blendfunc2 = blendfunc2;
                blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
@@ -1272,7 +1274,7 @@ void GL_DepthRange(float nearfrac, float farfrac)
        }
 }
 
-void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
+void R_SetStencil(qbool enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
 {
        switch (vid.renderpath)
        {
@@ -1312,7 +1314,7 @@ void GL_PolygonOffset(float planeoffset, float depthoffset)
        }
 }
 
-void GL_SetMirrorState(qboolean state)
+void GL_SetMirrorState(qbool state)
 {
        if (v_flipped_state != state)
        {
@@ -1375,7 +1377,7 @@ void GL_CullFace(int state)
        }
 }
 
-void GL_AlphaToCoverage(qboolean state)
+void GL_AlphaToCoverage(qbool state)
 {
        if (gl_state.alphatocoverage != state)
        {
@@ -1496,7 +1498,7 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
                if (mask & GL_DEPTH_BUFFER_BIT)
                {
 #ifdef USE_GLES2
-                       qglClearDepthf(depthvalue);CHECKGLERROR
+                       //qglClearDepthf(depthvalue);CHECKGLERROR
 #else
                        qglClearDepth(depthvalue);CHECKGLERROR
 #endif
@@ -1551,12 +1553,12 @@ void R_Mesh_Start(void)
        R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
        if (gl_printcheckerror.integer && !gl_paranoid.integer)
        {
-               Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
+               Con_Printf(CON_WARN "WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
                Cvar_SetValueQuick(&gl_paranoid, 1);
        }
 }
 
-static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
+static qbool GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
 {
        int shaderobject;
        int shadercompiled;
@@ -1759,7 +1761,7 @@ void R_Mesh_Finish(void)
        R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
 }
 
-r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qbool isindexbuffer, qbool isuniformbuffer, qbool isdynamic, qbool isindex16)
 {
        r_meshbuffer_t *buffer;
        buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
@@ -1771,12 +1773,12 @@ r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const cha
        buffer->isuniformbuffer = isuniformbuffer;
        buffer->isdynamic = isdynamic;
        buffer->isindex16 = isindex16;
-       strlcpy(buffer->name, name, sizeof(buffer->name));
+       dp_strlcpy(buffer->name, name, sizeof(buffer->name));
        R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
        return buffer;
 }
 
-void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
+void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qbool subdata, size_t offset)
 {
        if (!buffer)
                return;
@@ -1849,7 +1851,7 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
 }
 
 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
-void GL_Mesh_ListVBOs(qboolean printeach)
+void GL_Mesh_ListVBOs(qbool printeach)
 {
        int i, endindex;
        int type;
@@ -1907,7 +1909,7 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
                {
                        int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
                        if (!bufferobject && gl_paranoid.integer)
-                               Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
+                               Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, (void *)vertexbuffer, (unsigned int)bufferoffset);
                        gl_state.pointer_vertex_components = components;
                        gl_state.pointer_vertex_gltype = gltype;
                        gl_state.pointer_vertex_stride = stride;
@@ -2067,39 +2069,52 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
        int texnum;
        if (unitnum >= MAX_TEXTUREUNITS)
                Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
-       if (unit->texture == tex)
-               return;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-               if (!tex)
+               if (tex)
                {
-                       tex = r_texture_white;
-                       // not initialized enough yet...
-                       if (!tex)
-                               return;
+                       texnum = R_GetTexture(tex);
+                       switch (tex->gltexturetypeenum)
+                       {
+                       case GL_TEXTURE_2D:
+                               if (unit->t2d != texnum) { GL_ActiveTexture(unitnum);qglBindTexture(GL_TEXTURE_2D, texnum); CHECKGLERROR unit->t2d = texnum; }
+                               if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+                               if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
+                               break;
+                       case GL_TEXTURE_3D:
+                               if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+                               if (unit->t3d != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, texnum); CHECKGLERROR unit->t3d = texnum; }
+                               if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
+                               break;
+                       case GL_TEXTURE_CUBE_MAP:
+                               if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+                               if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+                               if (unit->tcubemap != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, texnum); CHECKGLERROR unit->tcubemap = texnum; }
+                               break;
+                       }
                }
-               unit->texture = tex;
-               texnum = R_GetTexture(tex);
-               switch(tex->gltexturetypeenum)
+               else
                {
-               case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
-               case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
-               case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
+                       if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+                       if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+                       if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
                }
-               break;
        }
+       unit->texture = tex;
 }
 
 void R_Mesh_ResetTextureState(void)
 {
+#if 0
        unsigned int unitnum;
-
+       
        BACKENDACTIVECHECK
 
        for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
                R_Mesh_TexBind(unitnum, NULL);
+#endif
 }
 
 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
@@ -2187,7 +2202,7 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
        R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
 }
 
-void GL_BlendEquationSubtract(qboolean negated)
+void GL_BlendEquationSubtract(qbool negated)
 {
        CHECKGLERROR
        if(negated)