]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
Add prvm_offsets.h to VS2017 projects, so it can be searched easily.
[xonotic/darkplaces.git] / gl_backend.c
index bd36d932ba388b21e1f9ab831981086bda8bc1c9..fa8fc68a6a451787a93b6dad05bd5306960cc223 100644 (file)
@@ -100,7 +100,6 @@ extern D3DCAPS9 vid_d3d9caps;
 
 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
-cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
 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"};
 
@@ -131,7 +130,7 @@ int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
 
 #ifdef DEBUGGL
-int errornumber = 0;
+int gl_errornumber = 0;
 
 void GL_PrintError(int errornumber, const char *filename, int linenumber)
 {
@@ -256,13 +255,10 @@ typedef struct gl_state_s
 
        void *preparevertices_tempdata;
        size_t preparevertices_tempdatamaxsize;
-       r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
        r_vertexgeneric_t *preparevertices_vertexgeneric;
        r_vertexmesh_t *preparevertices_vertexmesh;
        int preparevertices_numvertices;
 
-       r_meshbuffer_t *draw_dynamicindexbuffer;
-
        qboolean usevbo_staticvertex;
        qboolean usevbo_staticindex;
        qboolean usevbo_dynamicvertex;
@@ -281,7 +277,7 @@ typedef struct gl_state_s
        IDirect3DSurface9 *d3drt_backbuffercolorsurface;
        void *d3dvertexbuffer;
        void *d3dvertexdata;
-       size_t d3dvertexsize;
+       int d3dvertexsize;
 #endif
 }
 gl_state_t;
@@ -368,12 +364,12 @@ static void R_Mesh_SetUseVBO(void)
        case RENDERPATH_GLES1:
                gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
                gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
-               gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
-               gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+               gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo;
+               gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
                break;
        case RENDERPATH_D3D9:
                gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
-               gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+               gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
                break;
        case RENDERPATH_D3D10:
                Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -389,9 +385,9 @@ static void R_Mesh_SetUseVBO(void)
                break;
        case RENDERPATH_GLES2:
                gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
-               gl_state.usevbo_staticindex = false;
+               gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
                gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
-               gl_state.usevbo_dynamicindex = false;
+               gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
                break;
        }
 }
@@ -468,8 +464,6 @@ static void gl_backend_shutdown(void)
 
        if (gl_state.preparevertices_tempdata)
                Mem_Free(gl_state.preparevertices_tempdata);
-       if (gl_state.preparevertices_dynamicvertexbuffer)
-               R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
 
        Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
 
@@ -511,7 +505,7 @@ static void gl_backend_devicelost(void)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        }
-       endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+       endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
        for (i = 0;i < endindex;i++)
        {
                buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
@@ -614,7 +608,6 @@ void gl_backend_init(void)
 
        Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
        Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
-       Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
 
        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");
 
@@ -1104,7 +1097,7 @@ void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        m[14] = -2 * nearclip * farclip / (farclip - nearclip);
 
        Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
-       Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
 
        if (nearplane)
@@ -1113,15 +1106,15 @@ void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
-void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
+void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety)
 {
        matrix4x4_t tempmatrix, basematrix;
        float m[16];
        memset(v, 0, sizeof(*v));
        v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
        v->cameramatrix = *cameramatrix;
-       v->x = (side & 1) * size;
-       v->y = (side >> 1) * size;
+       v->x = offsetx + (side & 1) * size;
+       v->y = offsety + (side >> 1) * size;
        v->width = size;
        v->height = size;
        v->depth = 1;
@@ -1132,7 +1125,7 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        m[14] = -2 * nearclip * farclip / (farclip - nearclip);
 
        Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
-       Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
 
        switch(vid.renderpath)
@@ -1163,7 +1156,6 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
 
 void R_SetViewport(const r_viewport_t *v)
 {
-       float m[16];
        gl_viewport = *v;
 
        // FIXME: v_flipped_state is evil, this probably breaks somewhere
@@ -1178,14 +1170,17 @@ void R_SetViewport(const r_viewport_t *v)
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
        case RENDERPATH_GLES1:
-#ifdef GL_PROJECTION
-               CHECKGLERROR
-               qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
-               // Load the projection matrix into OpenGL
-               qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-               Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
-               qglLoadMatrixf(m);CHECKGLERROR
-               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+#ifndef USE_GLES2
+               {
+                       float m[16];
+                       CHECKGLERROR
+                       qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+                       // Load the projection matrix into OpenGL
+                       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+                       Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
+                       qglLoadMatrixf(m);CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               }
 #endif
                break;
        case RENDERPATH_D3D9:
@@ -1253,8 +1248,10 @@ static void GL_BindUBO(int bufferobject)
        if (gl_state.uniformbufferobject != bufferobject)
        {
                gl_state.uniformbufferobject = bufferobject;
+#ifdef GL_UNIFORM_BUFFER
                CHECKGLERROR
                qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
+#endif
        }
 }
 
@@ -1278,10 +1275,19 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
 #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
 #else
-                       if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+                       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  && 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
+                       }
 #endif
-                       if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->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
@@ -1322,6 +1328,7 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
                        if (status != GL_FRAMEBUFFER_COMPLETE)
                        {
                                Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+                               gl_state.framebufferobject = 0; // GL unbinds it for us
                                qglDeleteFramebuffers(1, (GLuint*)&temp);
                                temp = 0;
                        }
@@ -1376,6 +1383,7 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
                        if (status != GL_FRAMEBUFFER_COMPLETE)
                        {
                                Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+                               gl_state.framebufferobject = 0; // GL unbinds it for us
                                qglDeleteFramebuffers(1, (GLuint*)&temp);
                                temp = 0;
                        }
@@ -1402,7 +1410,12 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
        case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                if (fbo)
+               {
+                       // GL clears the binding if we delete something bound
+                       if (gl_state.framebufferobject == fbo)
+                               gl_state.framebufferobject = 0;
                        qglDeleteFramebuffers(1, (GLuint*)&fbo);
+               }
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -1602,13 +1615,20 @@ static void GL_Backend_ResetState(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
-#ifdef GL_ALPHA_TEST
+#ifndef USE_GLES2
                CHECKGLERROR
 
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
                qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
                qglDisable(GL_ALPHA_TEST);CHECKGLERROR
-               qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+               if (qglBlendFuncSeparate)
+               {
+                       qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
+               }
+               else
+               {
+                       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+               }
                qglDisable(GL_BLEND);CHECKGLERROR
                qglCullFace(gl_state.cullface);CHECKGLERROR
                qglDisable(GL_CULL_FACE);CHECKGLERROR
@@ -1767,12 +1787,14 @@ void GL_ClientActiveTexture(unsigned int num)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GLES1:
+#ifndef USE_GLES2
                        if (qglActiveTexture)
                        {
                                CHECKGLERROR
                                qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
                                CHECKGLERROR
                        }
+#endif
                        break;
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
@@ -1803,7 +1825,14 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
-                       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+                       if (qglBlendFuncSeparate)
+                       {
+                               qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
+                       }
+                       else
+                       {
+                               qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+                       }
                        if (gl_state.blend != blendenable)
                        {
                                gl_state.blend = blendenable;
@@ -2044,7 +2073,7 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro
                }
                else if (vid.support.ext_stencil_two_side)
                {
-#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
+#if defined(GL_STENCIL_TEST_TWO_SIDE_EXT) && !defined(USE_GLES2)
                        qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
                        qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
                        qglStencilMask(writemask);CHECKGLERROR
@@ -2412,9 +2441,11 @@ void GL_Color(float cr, float cg, float cb, float ca)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GLES1:
+#ifndef USE_GLES2
                        CHECKGLERROR
                        qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
                        CHECKGLERROR
+#endif
                        break;
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
@@ -2508,7 +2539,8 @@ void GL_ScissorTest(int state)
 
 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
 {
-       static const float blackcolor[4] = {0, 0, 0, 0};
+       // opaque black - if you want transparent black, you'll need to pass in a colorvalue
+       static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
        // prevent warnings when trying to clear a buffer that does not exist
        if (!colorvalue)
                colorvalue = blackcolor;
@@ -2573,8 +2605,30 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
        case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                CHECKGLERROR
+#ifndef GL_BGRA
+               {
+                       int i;
+                       int r;
+               //      int g;
+                       int b;
+               //      int a;
+                       qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
+                       for (i = 0;i < width * height * 4;i += 4)
+                       {
+                               r = outpixels[i+0];
+               //              g = outpixels[i+1];
+                               b = outpixels[i+2];
+               //              a = outpixels[i+3];
+                               outpixels[i+0] = b;
+               //              outpixels[i+1] = g;
+                               outpixels[i+2] = r;
+               //              outpixels[i+3] = a;
+                       }
+               }
+#else
                qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
-               break;
+#endif
+                       break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
                {
@@ -2696,7 +2750,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
                goto cleanup;
 
-#ifdef GL_GEOMETRY_SHADER
+#if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
        if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
                goto cleanup;
 #endif
@@ -2707,10 +2761,13 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglLinkProgram(programobject);CHECKGLERROR
        qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
        qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+
        if (linklog[0])
        {
+
                if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
                        Con_DPrintf("program link log:\n%s\n", linklog);
+
                // software vertex shader is ok but software fragment shader is WAY
                // too slow, fail program if so.
                // NOTE: this string might be ATI specific, but that's ok because the
@@ -2720,8 +2777,10 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
                if (strstr(linklog, "fragment shader will run in software"))
                        programlinked = false;
        }
+
        if (!programlinked)
                goto cleanup;
+
        return programobject;
 cleanup:
        qglDeleteProgram(programobject);CHECKGLERROR
@@ -2737,7 +2796,7 @@ void GL_Backend_FreeProgram(unsigned int prog)
 
 // renders triangles using vertices from the active arrays
 int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
 {
        unsigned int numelements = numtriangles * 3;
        int bufferobject3i;
@@ -2750,14 +2809,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset);
                return;
        }
-       if (!gl_mesh_prefer_short_elements.integer)
-       {
-               if (element3i)
-               {
-                       element3s = NULL;
-                       element3s_indexbuffer = NULL;
-               }
-       }
        // adjust the pointers for firsttriangle
        if (element3i)
                element3i += firsttriangle * 3;
@@ -2792,26 +2843,12 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        if (element3s)
        {
                if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
-               {
-                       if (gl_state.draw_dynamicindexbuffer)
-                               R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s), false, 0);
-                       else
-                               gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, false, true, true);
-                       element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
-                       element3s_bufferoffset = 0;
-               }
+                       element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
        }
        else if (element3i)
        {
                if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
-               {
-                       if (gl_state.draw_dynamicindexbuffer)
-                               R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i), false, 0);
-                       else
-                               gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, false, true, false);
-                       element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
-                       element3i_bufferoffset = 0;
-               }
+                       element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
        }
        bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
        bufferoffset3i = element3i_bufferoffset;
@@ -3134,7 +3171,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                else
 #endif
                                {
-                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
                                        CHECKGLERROR
                                }
                        }
@@ -3150,7 +3187,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                else
 #endif
                                {
-                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
                                        CHECKGLERROR
                                }
                        }
@@ -3231,44 +3268,28 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        break;
                case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
-                       // GLES does not have glDrawRangeElements, and generally
-                       // underperforms with index buffers, so this code path is
-                       // relatively straightforward...
-#if 0
-                       if (gl_paranoid.integer)
+                       // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path
+                       if (bufferobject3s)
                        {
-                               int r, prog, enabled, i;
-                               GLsizei         attriblength;
-                               GLint           attribsize;
-                               GLenum          attribtype;
-                               GLchar          attribname[1024];
-                               r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
-                               if (r != GL_FRAMEBUFFER_COMPLETE)
-                                       Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
-#ifndef GL_CURRENT_PROGRAM
-#define GL_CURRENT_PROGRAM 0x8B8D
-#endif
-                               qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
-                               if (r < 0 || r > 10000)
-                                       Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
-                               prog = r;
-                               for (i = 0;i < 8;i++)
-                               {
-                                       qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
-                                       if (!r)
-                                               continue;
-                                       qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
-                                       Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
-                               }
+                               GL_BindEBO(bufferobject3s);
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
+                               CHECKGLERROR
                        }
-#endif
-                       if (element3s)
+                       else if (bufferobject3i)
+                       {
+                               GL_BindEBO(bufferobject3i);
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
+                               CHECKGLERROR
+                       }
+                       else if (element3s)
                        {
+                               GL_BindEBO(0);
                                qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
                                CHECKGLERROR
                        }
                        else if (element3i)
                        {
+                               GL_BindEBO(0);
                                qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
                                CHECKGLERROR
                        }
@@ -3307,7 +3328,7 @@ r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const cha
        memset(buffer, 0, sizeof(*buffer));
        buffer->bufferobject = 0;
        buffer->devicebuffer = NULL;
-       buffer->size = 0;
+       buffer->size = size;
        buffer->isindexbuffer = isindexbuffer;
        buffer->isuniformbuffer = isuniformbuffer;
        buffer->isdynamic = isdynamic;
@@ -3324,13 +3345,15 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
        if (buffer->isindexbuffer)
        {
                r_refdef.stats[r_stat_indexbufferuploadcount]++;
-               r_refdef.stats[r_stat_indexbufferuploadsize] += size;
+               r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
        }
        else
        {
                r_refdef.stats[r_stat_vertexbufferuploadcount]++;
-               r_refdef.stats[r_stat_vertexbufferuploadsize] += size;
+               r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
        }
+       if (!subdata)
+               buffer->size = size;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL11:
@@ -3346,10 +3369,19 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
                        GL_BindEBO(buffer->bufferobject);
                else
                        GL_BindVBO(buffer->bufferobject);
-               if (subdata)
-                       qglBufferSubDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), offset, size, data);
-               else
-                       qglBufferDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
+
+               {
+                       int buffertype;
+                       buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
+#ifdef GL_UNIFORM_BUFFER
+                       if (buffer->isuniformbuffer)
+                               buffertype = GL_UNIFORM_BUFFER;
+#endif
+                       if (subdata)
+                               qglBufferSubDataARB(buffertype, offset, size, data);
+                       else
+                               qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
+               }
                if (buffer->isuniformbuffer)
                        GL_BindUBO(0);
                break;
@@ -3366,7 +3398,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
                                        if (buffer->devicebuffer)
                                                IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
                                        buffer->devicebuffer = NULL;
-                                       if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
+                                       if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
                                                Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
                                        buffer->devicebuffer = (void *)d3d9indexbuffer;
                                        buffer->size = offset+size;
@@ -3388,7 +3420,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
                                        if (buffer->devicebuffer)
                                                IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
                                        buffer->devicebuffer = NULL;
-                                       if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
+                                       if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
                                                Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
                                        buffer->devicebuffer = (void *)d3d9vertexbuffer;
                                        buffer->size = offset+size;
@@ -3427,6 +3459,13 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
        case RENDERPATH_GL20:
        case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
+               // GL clears the binding if we delete something bound
+               if (gl_state.uniformbufferobject == buffer->bufferobject)
+                       gl_state.uniformbufferobject = 0;
+               if (gl_state.vertexbufferobject == buffer->bufferobject)
+                       gl_state.vertexbufferobject = 0;
+               if (gl_state.elementbufferobject == buffer->bufferobject)
+                       gl_state.elementbufferobject = 0;
                qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
                break;
        case RENDERPATH_D3D9:
@@ -3455,22 +3494,51 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
        Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
 }
 
+static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
 void GL_Mesh_ListVBOs(qboolean printeach)
 {
        int i, endindex;
-       size_t ebocount = 0, ebomemory = 0;
-       size_t vbocount = 0, vbomemory = 0;
+       int type;
+       int isdynamic;
+       int index16count, index16mem;
+       int index32count, index32mem;
+       int vertexcount, vertexmem;
+       int uniformcount, uniformmem;
+       int totalcount, totalmem;
+       size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
        r_meshbuffer_t *buffer;
-       endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+       memset(bufferstat, 0, sizeof(bufferstat));
+       endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
        for (i = 0;i < endindex;i++)
        {
                buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
                if (!buffer)
                        continue;
-               if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
-               else                       {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
+               if (buffer->isuniformbuffer)
+                       type = R_BUFFERDATA_UNIFORM;
+               else if (buffer->isindexbuffer && buffer->isindex16)
+                       type = R_BUFFERDATA_INDEX16;
+               else if (buffer->isindexbuffer)
+                       type = R_BUFFERDATA_INDEX32;
+               else
+                       type = R_BUFFERDATA_VERTEX;
+               isdynamic = buffer->isdynamic;
+               bufferstat[type][isdynamic][0]++;
+               bufferstat[type][isdynamic][1] += buffer->size;
+               if (printeach)
+                       Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
        }
-       Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+       index16count   = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
+       index16mem     = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
+       index32count   = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
+       index32mem     = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
+       vertexcount  = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
+       vertexmem    = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
+       uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
+       uniformmem   = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
+       totalcount = index16count + index32count + vertexcount + uniformcount;
+       totalmem = index16mem + index32mem + vertexmem + uniformmem;
+       Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
 }
 
 
@@ -3482,6 +3550,7 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
+#ifndef USE_GLES2
                if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
                {
                        int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
@@ -3493,8 +3562,9 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
                        gl_state.pointer_vertex_offset = bufferoffset;
                        CHECKGLERROR
                        GL_BindVBO(bufferobject);
-                       qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       qglVertexPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                }
+#endif
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
@@ -3510,7 +3580,7 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
                        CHECKGLERROR
                        GL_BindVBO(bufferobject);
                        // LordHavoc: special flag added to gltype for unnormalized types
-                       qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                }
                break;
        case RENDERPATH_D3D9:
@@ -3530,7 +3600,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
-#ifdef GL_MODELVIEW
+#ifndef USE_GLES2
                CHECKGLERROR
                if (pointer)
                {
@@ -3552,7 +3622,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
                                gl_state.pointer_color_offset = bufferoffset;
                                CHECKGLERROR
                                GL_BindVBO(bufferobject);
-                               qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                               qglColorPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                        }
                }
                else
@@ -3593,7 +3663,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
                                CHECKGLERROR
                                GL_BindVBO(bufferobject);
                                // LordHavoc: special flag added to gltype for unnormalized types
-                               qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                               qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                        }
                }
                else
@@ -3628,7 +3698,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
-#ifdef GL_MODELVIEW
+#ifndef USE_GLES2
                CHECKGLERROR
                if (pointer)
                {
@@ -3651,7 +3721,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
                                unit->pointer_texcoord_offset = bufferoffset;
                                GL_ClientActiveTexture(unitnum);
                                GL_BindVBO(bufferobject);
-                               qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                               qglTexCoordPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                        }
                }
                else
@@ -3689,7 +3759,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
                                unit->pointer_texcoord_offset = bufferoffset;
                                GL_BindVBO(bufferobject);
                                // LordHavoc: special flag added to gltype for unnormalized types
-                               qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                               qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                        }
                }
                else
@@ -3803,8 +3873,8 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
        int tex2d, tex3d, texcubemap, texnum;
        if (unitnum >= vid.teximageunits)
                return;
-//     if (unit->texture == tex)
-//             return;
+       if (unit->texture == tex)
+               return;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -3968,7 +4038,6 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
 
 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 {
-       gltextureunit_t *unit = gl_state.units + unitnum;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL11:
@@ -3979,6 +4048,7 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 #ifdef GL_MODELVIEW
                if (matrix && matrix->m[3][3])
                {
+                       gltextureunit_t *unit = gl_state.units + unitnum;
                        // texmatrix specified, check if it is different
                        if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
                        {
@@ -3996,6 +4066,7 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
                else
                {
                        // no texmatrix specified, revert to identity
+                       gltextureunit_t *unit = gl_state.units + unitnum;
                        if (unit->texmatrixenabled)
                        {
                                unit->texmatrixenabled = false;
@@ -4020,6 +4091,7 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 
 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
 {
+#if defined(GL_TEXTURE_ENV) && !defined(USE_GLES2)
        gltextureunit_t *unit = gl_state.units + unitnum;
        CHECKGLERROR
        switch(vid.renderpath)
@@ -4030,7 +4102,6 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
-#ifdef GL_TEXTURE_ENV
                // GL_ARB_texture_env_combine
                if (!combinergb)
                        combinergb = GL_MODULATE;
@@ -4085,11 +4156,9 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
                                qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
                        }
                }
-#endif
                break;
        case RENDERPATH_GL11:
                // normal GL texenv
-#ifdef GL_TEXTURE_ENV
                if (!combinergb)
                        combinergb = GL_MODULATE;
                if (unit->combine != combinergb)
@@ -4098,7 +4167,6 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
                        GL_ActiveTexture(unitnum);
                        qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
                }
-#endif
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -4107,6 +4175,7 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
        case RENDERPATH_SOFT:
                break;
        }
+#endif
 }
 
 void R_Mesh_ResetTextureState(void)
@@ -4232,13 +4301,7 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con
        if (!gl_state.usevbo_staticvertex)
                vertexbuffer = NULL;
        if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
-       {
-               if (gl_state.preparevertices_dynamicvertexbuffer)
-                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]), false, 0);
-               else
-                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, false, true, false);
-               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
-       }
+               vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -4363,7 +4426,29 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
        {
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               if (!vid.useinterleavedarrays)
+               if (gl_state.usevbo_dynamicvertex)
+               {
+                       r_meshbuffer_t *buffer_vertex3f = NULL;
+                       r_meshbuffer_t *buffer_color4f = NULL;
+                       r_meshbuffer_t *buffer_texcoord2f = NULL;
+                       int bufferoffset_vertex3f = 0;
+                       int bufferoffset_color4f = 0;
+                       int bufferoffset_texcoord2f = 0;
+                       buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
+                       buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
+                       buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
+                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
+                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
+                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
+                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
+               }
+               else if (!vid.useinterleavedarrays)
                {
                        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
@@ -4435,13 +4520,7 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
        if (!gl_state.usevbo_staticvertex)
                vertexbuffer = NULL;
        if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
-       {
-               if (gl_state.preparevertices_dynamicvertexbuffer)
-                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex), false, 0);
-               else
-                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false);
-               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
-       }
+               vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -4566,7 +4645,41 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
        {
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               if (!vid.useinterleavedarrays)
+               if (gl_state.usevbo_dynamicvertex)
+               {
+                       r_meshbuffer_t *buffer_vertex3f = NULL;
+                       r_meshbuffer_t *buffer_color4f = NULL;
+                       r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
+                       r_meshbuffer_t *buffer_svector3f = NULL;
+                       r_meshbuffer_t *buffer_tvector3f = NULL;
+                       r_meshbuffer_t *buffer_normal3f = NULL;
+                       r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
+                       int bufferoffset_vertex3f = 0;
+                       int bufferoffset_color4f = 0;
+                       int bufferoffset_texcoordtexture2f = 0;
+                       int bufferoffset_svector3f = 0;
+                       int bufferoffset_tvector3f = 0;
+                       int bufferoffset_normal3f = 0;
+                       int bufferoffset_texcoordlightmap2f = 0;
+                       buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
+                       buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
+                       buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
+                       buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
+                       buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
+                       buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
+                       buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
+                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , svector3f         , buffer_svector3f         , bufferoffset_svector3f         );
+                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , tvector3f         , buffer_tvector3f         , bufferoffset_tvector3f         );
+                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , normal3f          , buffer_normal3f          , bufferoffset_normal3f          );
+                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
+               }
+               else if (!vid.useinterleavedarrays)
                {
                        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
@@ -4649,13 +4762,7 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
        if (!gl_state.usevbo_staticvertex)
                vertexbuffer = NULL;
        if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
-       {
-               if (gl_state.preparevertices_dynamicvertexbuffer)
-                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex), false, 0);
-               else
-                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false);
-               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
-       }
+               vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20: