]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_poly.c
fixed a typo in cl_particles.c that happened to work in Linux (random() instead of...
[xonotic/darkplaces.git] / gl_poly.c
diff --git a/gl_poly.c b/gl_poly.c
deleted file mode 100644 (file)
index 8750595..0000000
--- a/gl_poly.c
+++ /dev/null
@@ -1,1525 +0,0 @@
-#include "quakedef.h"
-
-typedef struct
-{
-       unsigned short tex;
-       unsigned short type;
-       int indices;
-}
-rendertranspoly_t;
-
-transvert_t *transvert;
-transpoly_t *transpoly;
-rendertranspoly_t *rendertranspoly;
-int *transpolyindex;
-int *transvertindex;
-wallvert_t *wallvert;
-wallvertcolor_t *wallvertcolor;
-wallpoly_t *wallpoly;
-skyvert_t *skyvert;
-skypoly_t *skypoly;
-
-int currenttranspoly;
-int currenttransvert;
-int currentwallpoly;
-int currentwallvert;
-int currentskypoly;
-int currentskyvert;
-
-
-void LoadSky_f(void);
-
-cvar_t r_multitexture = {0, "r_multitexture", "1"};
-cvar_t r_skyquality = {CVAR_SAVE, "r_skyquality", "2"};
-cvar_t r_mergesky = {CVAR_SAVE, "r_mergesky", "0"};
-cvar_t gl_transpolytris = {0, "gl_transpolytris", "0"};
-
-static char skyworldname[1024];
-static rtexture_t *mergeskytexture;
-static rtexture_t *solidskytexture, *solidskytexture_half;
-static rtexture_t *alphaskytexture, *alphaskytexture_half;
-static qboolean skyavailable_quake;
-static qboolean skyavailable_box;
-
-static void R_BuildSky (int scrollupper, int scrolllower);
-
-typedef struct translistitem_s
-{
-       transpoly_t *poly;
-       struct translistitem_s *next;
-}
-translistitem;
-
-translistitem translist[MAX_TRANSPOLYS];
-translistitem *currenttranslist;
-
-translistitem *translisthash[4096];
-
-float transviewdist; // distance of view origin along the view normal
-
-float transreciptable[256];
-
-static void gl_poly_start(void)
-{
-       int i;
-       transvert = qmalloc(MAX_TRANSVERTS * sizeof(transvert_t));
-       transpoly = qmalloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
-       rendertranspoly = qmalloc(MAX_TRANSPOLYS * sizeof(rendertranspoly_t));
-       transpolyindex = qmalloc(MAX_TRANSPOLYS * sizeof(int));
-       transvertindex = qmalloc(MAX_TRANSVERTS * sizeof(int));
-       wallvert = qmalloc(MAX_WALLVERTS * sizeof(wallvert_t));
-       wallvertcolor = qmalloc(MAX_WALLVERTS * sizeof(wallvertcolor_t));
-       wallpoly = qmalloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
-       skyvert = qmalloc(MAX_SKYVERTS * sizeof(skyvert_t));
-       skypoly = qmalloc(MAX_SKYPOLYS * sizeof(skypoly_t));
-       transreciptable[0] = 0.0f;
-       for (i = 1;i < 256;i++)
-               transreciptable[i] = 1.0f / i;
-}
-
-static void gl_poly_shutdown(void)
-{
-       qfree(transvert);
-       qfree(transpoly);
-       qfree(rendertranspoly);
-       qfree(transpolyindex);
-       qfree(transvertindex);
-       qfree(wallvert);
-       qfree(wallvertcolor);
-       qfree(wallpoly);
-       qfree(skyvert);
-       qfree(skypoly);
-}
-
-static void gl_poly_newmap(void)
-{
-       skyavailable_box = false;
-       skyavailable_quake = false;
-       if (!strcmp(skyworldname, cl.worldmodel->name))
-               skyavailable_quake = true;
-}
-
-void GL_Poly_Init(void)
-{
-       Cmd_AddCommand ("loadsky", &LoadSky_f);
-       Cvar_RegisterVariable (&r_multitexture);
-       Cvar_RegisterVariable (&r_skyquality);
-       Cvar_RegisterVariable (&r_mergesky);
-       Cvar_RegisterVariable (&gl_transpolytris);
-       R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown, gl_poly_newmap);
-}
-
-void transpolyclear(void)
-{
-       currenttranspoly = currenttransvert = 0;
-       currenttranslist = translist;
-       memset(translisthash, 0, sizeof(translisthash));
-       transviewdist = DotProduct(r_origin, vpn);
-}
-
-// transpolybegin and transpolyvert are #define macros
-
-void transpolyend(void)
-{
-       float center, d, maxdist;
-       int i;
-       transvert_t *v;
-       if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
-               return;
-       if (transpoly[currenttranspoly].verts < 3) // skip invalid polygons
-       {
-               currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
-               return;
-       }
-       center = 0;
-       maxdist = -1000000000000000.0f; // eh, it's definitely behind it, so...
-       for (i = 0,v = &transvert[transpoly[currenttranspoly].firstvert];i < transpoly[currenttranspoly].verts;i++, v++)
-       {
-               d = DotProduct(v->v, vpn);
-               center += d;
-               if (d > maxdist)
-                       maxdist = d;
-       }
-       maxdist -= transviewdist;
-       if (maxdist < 4.0f) // behind view
-       {
-               currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
-               return;
-       }
-       center *= transreciptable[transpoly[currenttranspoly].verts];
-       center -= transviewdist;
-       i = bound(0, (int) center, 4095);
-       currenttranslist->next = translisthash[i];
-       currenttranslist->poly = transpoly + currenttranspoly;
-       translisthash[i] = currenttranslist;
-       currenttranslist++;
-       currenttranspoly++;
-}
-
-void transpolyparticle(vec3_t org, vec3_t right, vec3_t up, vec_t scale, unsigned short texnum, unsigned short transpolytype, int ir, int ig, int ib, float alphaf, float s1, float t1, float s2, float t2)
-{
-       float center, scale2;
-       int i;
-       vec3_t corner;
-       byte br, bg, bb, ba;
-       transpoly_t *p;
-       transvert_t *v;
-       center = DotProduct(org, vpn) - transviewdist;
-       if (center < 4.0f || currenttranspoly >= MAX_TRANSPOLYS || (currenttransvert + 4) > MAX_TRANSVERTS)
-               return;
-
-       p = transpoly + (currenttranspoly++);
-       v = transvert + currenttransvert;
-
-       if (lighthalf)
-       {
-               ir >>= 1;
-               ig >>= 1;
-               ib >>= 1;
-       }
-       ir = bound(0, ir, 255);
-       ig = bound(0, ig, 255);
-       ib = bound(0, ib, 255);
-       br = (byte) ir;
-       bg = (byte) ig;
-       bb = (byte) ib;
-
-#if SLOWMATH
-       i = (int) alphaf;
-       if (i > 255)
-               i = 255;
-       ba = (byte) i;
-
-       i = (int) center;
-#else
-       alphaf += 8388608.0f;
-       i = *((long *)&alphaf) & 0x007FFFFF;
-       if (i > 255)
-               i = 255;
-       ba = (byte) i;
-
-       center += 8388608.0f;
-       i = *((long *)&center) & 0x007FFFFF;
-#endif
-       i = bound(0, i, 4095);
-       currenttranslist->next = translisthash[i];
-       currenttranslist->poly = p;
-       translisthash[i] = currenttranslist++;
-
-       p->texnum = p->fogtexnum = texnum;
-       p->glowtexnum = 0;
-       p->transpolytype = transpolytype;
-       p->firstvert = currenttransvert;
-       p->verts = 4;
-       currenttransvert += 4;
-
-       scale2 = scale * -0.5f;
-       corner[0] = org[0] + (up[0] + right[0]) * scale2;
-       corner[1] = org[1] + (up[1] + right[1]) * scale2;
-       corner[2] = org[2] + (up[2] + right[2]) * scale2;
-       v->s = s1;
-       v->t = t1;
-       v->r = br;
-       v->g = bg;
-       v->b = bb;
-       v->a = ba;
-       v->v[0] = corner[0];
-       v->v[1] = corner[1];
-       v->v[2] = corner[2];
-       v++;
-       v->s = s1;
-       v->t = t2;
-       v->r = br;
-       v->g = bg;
-       v->b = bb;
-       v->a = ba;
-       v->v[0] = corner[0] + up[0] * scale;
-       v->v[1] = corner[1] + up[1] * scale;
-       v->v[2] = corner[2] + up[2] * scale;
-       v++;
-       v->s = s2;
-       v->t = t2;
-       v->r = br;
-       v->g = bg;
-       v->b = bb;
-       v->a = ba;
-       v->v[0] = corner[0] + (up[0] + right[0]) * scale;
-       v->v[1] = corner[1] + (up[1] + right[1]) * scale;
-       v->v[2] = corner[2] + (up[2] + right[2]) * scale;
-       v++;
-       v->s = s2;
-       v->t = t1;
-       v->r = br;
-       v->g = bg;
-       v->b = bb;
-       v->a = ba;
-       v->v[0] = corner[0] + right[0] * scale;
-       v->v[1] = corner[1] + right[1] * scale;
-       v->v[2] = corner[2] + right[2] * scale;
-       v++;
-}
-
-void transpolyrender(void)
-{
-       int                             i, j, k, l, tpolytype, texnum, transvertindices, alpha, currentrendertranspoly;
-       byte                    fogr, fogg, fogb;
-       vec3_t                  diff;
-       transpoly_t             *p;
-       rendertranspoly_t *r, *rend;
-       translistitem   *item;
-
-       if (!r_render.value)
-               return;
-       if (currenttranspoly < 1)
-               return;
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glEnable(GL_BLEND);
-//     glShadeModel(GL_SMOOTH);
-       glDepthMask(0); // disable zbuffer updates
-
-       // set up the vertex array
-       glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(transvert[0]), transvert);
-
-       currentrendertranspoly = 0;
-       transvertindices = 0;
-       fogr = (byte) bound(0, (int) (fogcolor[0] * 255.0f), 255);
-       fogg = (byte) bound(0, (int) (fogcolor[1] * 255.0f), 255);
-       fogb = (byte) bound(0, (int) (fogcolor[2] * 255.0f), 255);
-       if (gl_transpolytris.value)
-       {
-               int glowtexnum, fogtexnum;
-               for (i = 4095;i >= 0;i--)
-               {
-                       item = translisthash[i];
-                       while(item)
-                       {
-                               p = item->poly;
-                               item = item->next;
-                               glowtexnum = p->glowtexnum;
-                               fogtexnum = p->fogtexnum;
-
-#define POLYTOTRI(pfirstvert, ptexnum, ptranspolytype) \
-                               l = pfirstvert;\
-                               r = &rendertranspoly[currentrendertranspoly++];\
-                               r->tex = ptexnum;\
-                               r->type = ptranspolytype;\
-                               if (p->verts == 4)\
-                               {\
-                                       transvertindex[transvertindices] = l;\
-                                       transvertindex[transvertindices + 1] = l + 1;\
-                                       transvertindex[transvertindices + 2] = l + 2;\
-                                       transvertindex[transvertindices + 3] = l;\
-                                       transvertindex[transvertindices + 4] = l + 2;\
-                                       transvertindex[transvertindices + 5] = l + 3;\
-                                       transvertindices += 6;\
-                                       r->indices = 6;\
-                               }\
-                               else if (p->verts == 3)\
-                               {\
-                                       transvertindex[transvertindices] = l;\
-                                       transvertindex[transvertindices + 1] = l + 1;\
-                                       transvertindex[transvertindices + 2] = l + 2;\
-                                       transvertindices += 3;\
-                                       r->indices = 3;\
-                               }\
-                               else\
-                               {\
-                                       for (j = l + p->verts, k = l + 2;k < j;k++)\
-                                       {\
-                                               transvertindex[transvertindices] = l;\
-                                               transvertindex[transvertindices + 1] = k - 1;\
-                                               transvertindex[transvertindices + 2] = k;\
-                                               transvertindices += 3;\
-                                       }\
-                                       r->indices = (p->verts - 2) * 3;\
-                               }
-
-                               POLYTOTRI(p->firstvert, p->texnum, p->transpolytype)
-
-                               if (p->glowtexnum)
-                               {
-                                       // make another poly for glow effect
-                                       if (currenttranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
-                                       {
-                                               memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
-                                               POLYTOTRI(currenttransvert, p->glowtexnum, TPOLYTYPE_ADD)
-                                               for (j = 0;j < p->verts;j++)
-                                               {
-                                                       transvert[currenttransvert].r = transvert[currenttransvert].g = transvert[currenttransvert].b = 255;
-                                                       currenttransvert++;
-                                               }
-                                       }
-                               }
-
-                               if (fogenabled)
-                               {
-                                       // make another poly for fog
-                                       if (currenttranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
-                                       {
-                                               memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
-                                               POLYTOTRI(currenttransvert, p->fogtexnum, TPOLYTYPE_ALPHA)
-                                               for (j = 0, k = p->firstvert;j < p->verts;j++, k++)
-                                               {
-                                                       transvert[currenttransvert].r = fogr;
-                                                       transvert[currenttransvert].g = fogg;
-                                                       transvert[currenttransvert].b = fogb;
-                                                       VectorSubtract(transvert[currenttransvert].v, r_origin, diff);
-                                                       alpha = transvert[currenttransvert].a * exp(fogdensity / DotProduct(diff, diff));
-                                                       transvert[currenttransvert].a = (byte) bound(0, alpha, 255);
-                                                       currenttransvert++;
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-       else
-       {
-               for (i = 4095;i >= 0;i--)
-               {
-                       item = translisthash[i];
-                       while(item)
-                       {
-                               p = item->poly;
-                               item = item->next;
-
-                               l = p->firstvert;
-                               r = &rendertranspoly[currentrendertranspoly++];
-                               r->tex = p->texnum;
-                               r->type = p->transpolytype;
-                               r->indices = p->verts;
-
-                               for (j = l + p->verts, k = l;k < j;k++)
-                                       transvertindex[transvertindices++] = k;
-
-                               if (p->glowtexnum)
-                               {
-                                       // make another poly for glow effect
-                                       if (currentrendertranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
-                                       {
-                                               l = currenttransvert;
-                                               r = &rendertranspoly[currentrendertranspoly++];
-                                               r->tex = p->glowtexnum;
-                                               r->type = TPOLYTYPE_ADD;
-                                               r->indices = p->verts;
-
-                                               memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
-                                               for (j = 0;j < p->verts;j++)
-                                               {
-                                                       transvert[currenttransvert].r = transvert[currenttransvert].g = transvert[currenttransvert].b = 255;
-                                                       transvertindex[transvertindices++] = currenttransvert++;
-                                               }
-                                       }
-                               }
-                               if (fogenabled)
-                               {
-                                       // make another poly for fog
-                                       if (currentrendertranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
-                                       {
-                                               l = currenttransvert;
-                                               r = &rendertranspoly[currentrendertranspoly++];
-                                               r->tex = p->fogtexnum;
-                                               r->type = TPOLYTYPE_ALPHA;
-                                               r->indices = p->verts;
-
-                                               memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
-                                               for (j = 0;j < p->verts;j++)
-                                               {
-                                                       transvert[currenttransvert].r = fogr;
-                                                       transvert[currenttransvert].g = fogg;
-                                                       transvert[currenttransvert].b = fogb;
-                                                       VectorSubtract(transvert[currenttransvert].v, r_origin, diff);
-                                                       alpha = transvert[currenttransvert].a * exp(fogdensity / DotProduct(diff, diff));
-                                                       transvert[currenttransvert].a = (byte) bound(0, alpha, 255);
-                                                       transvertindex[transvertindices++] = currenttransvert++;
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-
-       GL_LockArray(0, currenttransvert);
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       tpolytype = TPOLYTYPE_ALPHA;
-       texnum = -1;
-       transvertindices = 0;
-       r = rendertranspoly;
-       rend = r + currentrendertranspoly;
-       while(r < rend)
-       {
-               if (texnum != r->tex)
-               {
-                       texnum = r->tex;
-                       glBindTexture(GL_TEXTURE_2D, texnum);
-               }
-               if (tpolytype != r->type)
-               {
-                       tpolytype = r->type;
-                       if (tpolytype == TPOLYTYPE_ADD) // additive
-                               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       else // alpha
-                               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               }
-               k = transvertindices;
-               if (gl_transpolytris.value)
-               {
-                       do
-                               transvertindices += r->indices, r++;
-                       while (r < rend && r->tex == texnum && r->type == tpolytype);
-                       glDrawElements(GL_TRIANGLES, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
-               }
-               else
-               {
-                       if (r->indices == 4)
-                       {
-                               do
-                                       transvertindices += 4, r++;
-                               while (r < rend && r->indices == 4 && r->tex == texnum && r->type == tpolytype);
-                               glDrawElements(GL_QUADS, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
-                       }
-                       else if (r->indices == 3)
-                       {
-                               do
-                                       transvertindices += 3, r++;
-                               while (r < rend && r->indices == 3 && r->tex == texnum && r->type == tpolytype);
-                               glDrawElements(GL_TRIANGLES, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
-                       }
-                       else
-                       {
-                               transvertindices += r->indices, r++;
-                               glDrawElements(GL_POLYGON, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
-                       }
-               }
-       }
-
-       GL_UnlockArray();
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glDepthMask(1); // enable zbuffer updates
-       glDisable(GL_BLEND);
-       glColor3f(1,1,1);
-
-       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-       glDisableClientState(GL_COLOR_ARRAY);
-       glDisableClientState(GL_VERTEX_ARRAY);
-
-}
-
-void wallpolyclear(void)
-{
-       if (!gl_mtexable)
-               r_multitexture.value = 0;
-       currentwallpoly = currentwallvert = 0;
-}
-
-// render walls and fullbrights, but not fog
-void wallpolyrender1(void)
-{
-       int i, j, texnum, lighttexnum;
-       wallpoly_t *p;
-       wallvert_t *vert;
-       wallvertcolor_t *vertcolor;
-       if (!r_render.value)
-               return;
-       if (currentwallpoly < 1)
-               return;
-       c_brush_polys += currentwallpoly;
-       // testing
-       //Con_DPrintf("wallpolyrender: %i polys %i vertices\n", currentwallpoly, currentwallvert);
-       glDisable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-//     glShadeModel(GL_FLAT);
-       // make sure zbuffer is enabled
-       glEnable(GL_DEPTH_TEST);
-//     glDisable(GL_ALPHA_TEST);
-       glDepthMask(1);
-       glColor3f(1,1,1);
-       if (r_fullbright.value) // LordHavoc: easy to do fullbright...
-       {
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-               texnum = -1;
-               for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
-               {
-                       if (p->texnum != texnum)
-                       {
-                               texnum = p->texnum;
-                               glBindTexture(GL_TEXTURE_2D, texnum);
-                       }
-                       vert = &wallvert[p->firstvert];
-                       glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->numverts ; j++, vert++)
-                       {
-                               glTexCoord2f (vert->vert[3], vert->vert[4]);
-                               glVertex3fv (vert->vert);
-                       }
-                       glEnd ();
-               }
-       }
-       else if (r_multitexture.value)
-       {
-               if (gl_combine.value)
-               {
-                       qglActiveTexture(GL_TEXTURE0_ARB);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
-                       glEnable(GL_TEXTURE_2D);
-                       qglActiveTexture(GL_TEXTURE1_ARB);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 4.0);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
-                       glEnable(GL_TEXTURE_2D);
-               }
-               else
-               {
-                       qglActiveTexture(GL_TEXTURE0_ARB);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-                       glEnable(GL_TEXTURE_2D);
-                       qglActiveTexture(GL_TEXTURE1_ARB);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-                       glEnable(GL_TEXTURE_2D);
-               }
-               texnum = -1;
-               lighttexnum = -1;
-               for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
-               {
-                       if (p->texnum != texnum)
-                       {
-                               texnum = p->texnum;
-                               qglActiveTexture(GL_TEXTURE0_ARB);
-                               glBindTexture(GL_TEXTURE_2D, texnum);
-                               qglActiveTexture(GL_TEXTURE1_ARB);
-                       }
-                       if (p->lighttexnum != lighttexnum)
-                       {
-                               lighttexnum = p->lighttexnum;
-                               glBindTexture(GL_TEXTURE_2D, lighttexnum);
-                       }
-                       vert = &wallvert[p->firstvert];
-                       glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->numverts ; j++, vert++)
-                       {
-                               qglMultiTexCoord2f(GL_TEXTURE0_ARB, vert->vert[3], vert->vert[4]); // texture
-                               qglMultiTexCoord2f(GL_TEXTURE1_ARB, vert->vert[5], vert->vert[6]); // lightmap
-                               glVertex3fv (vert->vert);
-                       }
-                       glEnd ();
-               }
-
-               qglActiveTexture(GL_TEXTURE1_ARB);
-               glDisable(GL_TEXTURE_2D);
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-               qglActiveTexture(GL_TEXTURE0_ARB);
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       }
-       else
-       {
-               // first do the textures
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-               texnum = -1;
-               for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
-               {
-                       if (p->texnum != texnum)
-                       {
-                               texnum = p->texnum;
-                               glBindTexture(GL_TEXTURE_2D, texnum);
-                       }
-                       vert = &wallvert[p->firstvert];
-                       glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->numverts ; j++, vert++)
-                       {
-                               glTexCoord2f (vert->vert[3], vert->vert[4]);
-                               glVertex3fv (vert->vert);
-                       }
-                       glEnd ();
-               }
-               // then modulate using the lightmaps
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-               glBlendFunc(GL_ZERO, GL_SRC_COLOR);
-               glEnable(GL_BLEND);
-               texnum = -1;
-               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
-               {
-                       if (p->lighttexnum != texnum)
-                       {
-                               texnum = p->lighttexnum;
-                               glBindTexture(GL_TEXTURE_2D, texnum);
-                       }
-                       vert = &wallvert[p->firstvert];
-                       glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->numverts ; j++, vert++)
-                       {
-                               glTexCoord2f (vert->vert[5], vert->vert[6]);
-                               glVertex3fv (vert->vert);
-                       }
-                       glEnd ();
-               }
-       }
-       // switch to additive mode settings
-       glDepthMask(0);
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glBlendFunc(GL_ONE, GL_ONE);
-       glEnable(GL_BLEND);
-//     glDisable(GL_ALPHA_TEST);
-//     glShadeModel(GL_SMOOTH);
-       // render vertex lit overlays ontop
-       texnum = -1;
-       for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
-       {
-               if (!p->lit)
-                       continue;
-               for (j = 0,vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vertcolor++)
-                       if (vertcolor->r || vertcolor->g || vertcolor->b)
-                               goto lit;
-               continue;
-lit:
-               c_light_polys++;
-               if (p->texnum != texnum)
-               {
-                       texnum = p->texnum;
-                       glBindTexture(GL_TEXTURE_2D, texnum);
-               }
-               glBegin(GL_POLYGON);
-               for (j = 0,vert = &wallvert[p->firstvert], vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vert++, vertcolor++)
-               {
-                       // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
-                       glTexCoord2f(vert->vert[3], vert->vert[4]);
-                       // again, vector version isn't supported I think
-                       glColor3ub(vertcolor->r, vertcolor->g, vertcolor->b);
-                       glVertex3fv(vert->vert);
-               }
-               glEnd();
-       }
-       // render glow textures
-//     glShadeModel(GL_FLAT);
-       if (lighthalf)
-               glColor3f(0.5,0.5,0.5);
-       else
-               glColor3f(1,1,1);
-       texnum = -1;
-       for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
-       {
-               if (!p->glowtexnum)
-                       continue;
-               if (p->glowtexnum != texnum)
-               {
-                       texnum = p->glowtexnum;
-                       glBindTexture(GL_TEXTURE_2D, texnum);
-               }
-               vert = &wallvert[p->firstvert];
-               glBegin(GL_POLYGON);
-               for (j=0 ; j<p->numverts ; j++, vert++)
-               {
-                       glTexCoord2f (vert->vert[3], vert->vert[4]);
-                       glVertex3fv (vert->vert);
-               }
-               glEnd();
-       }
-       glColor3f(1,1,1);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-//     glDisable(GL_ALPHA_TEST);
-//     glShadeModel(GL_SMOOTH);
-       glDisable(GL_BLEND);
-       glDepthMask(1);
-}
-
-// render fog
-void wallpolyrender2(void)
-{
-       if (!r_render.value)
-               return;
-       if (currentwallpoly < 1)
-               return;
-       if (fogenabled)
-       {
-               int i, j, alpha, fogr, fogg, fogb;
-               wallpoly_t *p;
-               wallvert_t *vert;
-               vec3_t diff;
-               glEnable(GL_DEPTH_TEST);
-               glDepthMask(0);
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-//             glShadeModel(GL_SMOOTH);
-               glDisable(GL_TEXTURE_2D);
-               fogr = (byte) bound(0, (int) (fogcolor[0] * 255.0f), 255);
-               fogg = (byte) bound(0, (int) (fogcolor[1] * 255.0f), 255);
-               fogb = (byte) bound(0, (int) (fogcolor[2] * 255.0f), 255);
-               for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
-               {
-                       vert = &wallvert[p->firstvert];
-                       glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->numverts ; j++, vert++)
-                       {
-                               VectorSubtract(vert->vert, r_origin, diff);
-                               alpha = 255.0f * exp(fogdensity/DotProduct(diff,diff));
-                               alpha = bound(0, alpha, 255);
-                               glColor4ub(fogr, fogg, fogb, (byte) alpha);
-                               glVertex3fv (vert->vert);
-                       }
-                       glEnd ();
-               }
-               glEnable(GL_TEXTURE_2D);
-               glColor3f(1,1,1);
-               glDisable(GL_BLEND);
-               glDepthMask(1);
-       }
-}
-
-static int skyrendersphere;
-static int skyrenderbox;
-static int skyrenderglquakepolys;
-static int skyrendertwolayers;
-static int skyrendercombine;
-
-void skypolyclear(void)
-{
-       currentskypoly = currentskyvert = 0;
-       skyrendersphere = false;
-       skyrenderbox = false;
-       skyrenderglquakepolys = false;
-       skyrendertwolayers = false;
-       skyrendercombine = false;
-       if (r_skyquality.value >= 1 && !fogenabled)
-       {
-               if (skyavailable_box)
-                       skyrenderbox = true;
-               else if (skyavailable_quake)
-               {
-                       switch((int) r_skyquality.value)
-                       {
-                       case 1:
-                               skyrenderglquakepolys = true;
-                               break;
-                       case 2:
-                               skyrenderglquakepolys = true;
-                               skyrendertwolayers = true;
-                               if (gl_combine.value)
-                                       skyrendercombine = true;
-                               break;
-                       case 3:
-                               skyrendersphere = true;
-                               break;
-                       default:
-                       case 4:
-                               skyrendersphere = true;
-                               skyrendertwolayers = true;
-                               if (gl_combine.value)
-                                       skyrendercombine = true;
-                               break;
-                       }
-               }
-       }
-       if (r_mergesky.value && (skyrenderglquakepolys || skyrendersphere))
-       {
-               skyrendertwolayers = false;
-               skyrendercombine = false;
-//             R_BuildSky((int) (cl.time * 8.0), (int) (cl.time * 16.0));
-//             R_BuildSky((int) (cl.time * -8.0), 0);
-               R_BuildSky(0, (int) (cl.time * 8.0));
-       }
-
-}
-
-static void R_Sky(void);
-
-void skypolyrender(void)
-{
-       int i, j;
-       skypoly_t *p;
-       skyvert_t *vert;
-       float length, speedscale;
-       vec3_t dir;
-       float y, number;
-       if (!r_render.value)
-               return;
-       if (currentskypoly < 1)
-               return;
-//     glDisable(GL_ALPHA_TEST);
-       glDisable(GL_BLEND);
-       // make sure zbuffer is enabled
-       glEnable(GL_DEPTH_TEST);
-       glDepthMask(1);
-       glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
-       glEnableClientState(GL_VERTEX_ARRAY);
-       GL_LockArray(0, currentskyvert);
-       speedscale = cl.time * (8.0/128.0);
-       speedscale -= (int)speedscale;
-       for (vert = skyvert, j = 0;j < currentskyvert;j++, vert++)
-       {
-               VectorSubtract (vert->v, r_origin, dir);
-               // flatten the sphere
-               dir[2] *= 3;
-
-               // LordHavoc: fast version
-               number = DotProduct(dir, dir);
-               *((long *)&y) = 0x5f3759df - ((* (long *) &number) >> 1);
-               length = 3.0f * (y * (1.5f - (number * 0.5f * y * y)));
-               // LordHavoc: slow version
-               //length = 3.0f / sqrt(DotProduct(dir, dir));
-
-               vert->tex2[0] = speedscale + (vert->tex[0] = speedscale + dir[0] * length);
-               vert->tex2[1] = speedscale + (vert->tex[1] = speedscale + dir[1] * length);
-       }
-
-       glDisable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
-       if (skyrenderglquakepolys)
-       {
-               glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex[0]);
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
-               if (skyrendercombine)
-               {
-                       // upper clouds
-                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? solidskytexture_half : solidskytexture));
-
-                       // set up the second texcoord array
-                       // switch texcoord array selector to TMU 1
-                       qglClientActiveTexture(GL_TEXTURE1_ARB);
-                       glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex2[0]);
-                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
-                       // render both layers as one pass using GL_ARB_texture_env_combine
-                       // TMU 0 is already selected, the TMU 0 texcoord array is already
-                       // set up, the texture is bound, and texturing is already enabled,
-                       // so just set up COMBINE
-
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
-
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-
-                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
-
-                       // set up TMU 1
-                       qglActiveTexture(GL_TEXTURE1_ARB);
-                       // lower clouds
-                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? alphaskytexture_half : alphaskytexture));
-
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
-
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-
-                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
-                       glEnable(GL_TEXTURE_2D);
-
-                       // draw it
-                       for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
-                               glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
-
-                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-                       glDisable(GL_TEXTURE_2D);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-                       qglActiveTexture(GL_TEXTURE0_ARB);
-                       // switch texcoord array selector back to TMU 0
-                       qglClientActiveTexture(GL_TEXTURE0_ARB);
-                       // the TMU 0 texcoord array is disabled by the code below
-               }
-               else
-               {
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-                       if (r_mergesky.value)
-                               glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture)); // both layers in one texture
-                       else
-                               glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
-                       if(lighthalf)
-                               glColor3f(0.5f, 0.5f, 0.5f);
-                       else
-                               glColor3f(1.0f,1.0f,1.0f);
-                       glEnable(GL_TEXTURE_2D);
-                       GL_LockArray(0, currentskyvert);
-                       for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
-                               glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
-                       GL_UnlockArray();
-                       if (skyrendertwolayers)
-                       {
-                               glEnable(GL_BLEND);
-                               glDepthMask(0);
-                               glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
-                               // switch to lower clouds texcoord array
-                               glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex2[0]);
-                               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
-                                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
-                               glDepthMask(1);
-                               glDisable(GL_BLEND);
-                       }
-                       glColor3f(1,1,1);
-               }
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-       }
-       else
-       {
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-               glDisable(GL_TEXTURE_2D);
-               // note: this color is not seen if skyrendersphere or skyrenderbox is on
-               glColor3fv(fogcolor);
-               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
-                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
-               glColor3f(1,1,1);
-               glEnable(GL_TEXTURE_2D);
-       }
-       GL_UnlockArray();
-       glDisableClientState(GL_VERTEX_ARRAY);
-
-       R_Sky();
-}
-
-static char skyname[256];
-
-/*
-==================
-R_SetSkyBox
-==================
-*/
-static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
-static rtexture_t *skyboxside[6];
-int R_SetSkyBox(char *sky)
-{
-       int             i;
-       char    name[1024];
-       byte*   image_rgba;
-
-       if (strcmp(sky, skyname) == 0) // no change
-               return true;
-
-       if (strlen(sky) > 1000)
-       {
-               Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(sky));
-               return false;
-       }
-
-       skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
-       skyavailable_box = false;
-       skyname[0] = 0;
-
-       if (!sky[0])
-               return true;
-
-       for (i = 0;i < 6;i++)
-       {
-               sprintf (name, "env/%s%s", sky, suf[i]);
-               if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
-               {
-                       sprintf (name, "gfx/env/%s%s", sky, suf[i]);
-                       if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
-                       {
-                               Con_Printf ("Couldn't load env/%s%s or gfx/env/%s%s\n", sky, suf[i], sky, suf[i]);
-                               continue;
-                       }
-               }
-               skyboxside[i] = R_LoadTexture(va("skyboxside%d", i), image_width, image_height, image_rgba, TEXF_RGBA | TEXF_PRECACHE);
-               qfree(image_rgba);
-       }
-
-       if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
-       {
-               skyavailable_box = true;
-               strcpy(skyname, sky);
-               return true;
-       }
-       return false;
-}
-
-// LordHavoc: added LoadSky console command
-void LoadSky_f (void)
-{
-       switch (Cmd_Argc())
-       {
-       case 1:
-               if (skyname[0])
-                       Con_Printf("current sky: %s\n", skyname);
-               else
-                       Con_Printf("no skybox has been set\n");
-               break;
-       case 2:
-               if (R_SetSkyBox(Cmd_Argv(1)))
-               {
-                       if (skyname[0])
-                               Con_Printf("skybox set to %s\n", skyname);
-                       else
-                               Con_Printf("skybox disabled\n");
-               }
-               else
-                       Con_Printf("failed to load skybox %s\n", Cmd_Argv(1));
-               break;
-       default:
-               Con_Printf("usage: loadsky skyname\n");
-               break;
-       }
-}
-
-#define R_SkyBoxPolyVec(s,t,x,y,z) \
-       glTexCoord2f((s) * (254.0f/256.0f) + (1.0f/256.0f), (t) * (254.0f/256.0f) + (1.0f/256.0f));\
-       glVertex3f((x) * 1024.0 + r_origin[0], (y) * 1024.0 + r_origin[1], (z) * 1024.0 + r_origin[2]);
-
-static void R_SkyBox(void)
-{
-       glDisable(GL_DEPTH_TEST);
-       glDepthMask(0);
-       glDisable (GL_BLEND);
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       if (lighthalf)
-               glColor3f(0.5,0.5,0.5);
-       else
-               glColor3f(1,1,1);
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[3])); // front
-       glBegin(GL_QUADS);
-       R_SkyBoxPolyVec(1, 0,  1, -1,  1);
-       R_SkyBoxPolyVec(1, 1,  1, -1, -1);
-       R_SkyBoxPolyVec(0, 1,  1,  1, -1);
-       R_SkyBoxPolyVec(0, 0,  1,  1,  1);
-       glEnd();
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[1])); // back
-       glBegin(GL_QUADS);
-       R_SkyBoxPolyVec(1, 0, -1,  1,  1);
-       R_SkyBoxPolyVec(1, 1, -1,  1, -1);
-       R_SkyBoxPolyVec(0, 1, -1, -1, -1);
-       R_SkyBoxPolyVec(0, 0, -1, -1,  1);
-       glEnd();
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[0])); // right
-       glBegin(GL_QUADS);
-       R_SkyBoxPolyVec(1, 0,  1,  1,  1);
-       R_SkyBoxPolyVec(1, 1,  1,  1, -1);
-       R_SkyBoxPolyVec(0, 1, -1,  1, -1);
-       R_SkyBoxPolyVec(0, 0, -1,  1,  1);
-       glEnd();
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[2])); // left
-       glBegin(GL_QUADS);
-       R_SkyBoxPolyVec(1, 0, -1, -1,  1);
-       R_SkyBoxPolyVec(1, 1, -1, -1, -1);
-       R_SkyBoxPolyVec(0, 1,  1, -1, -1);
-       R_SkyBoxPolyVec(0, 0,  1, -1,  1);
-       glEnd();
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[4])); // up
-       glBegin(GL_QUADS);
-       R_SkyBoxPolyVec(1, 0,  1, -1,  1);
-       R_SkyBoxPolyVec(1, 1,  1,  1,  1);
-       R_SkyBoxPolyVec(0, 1, -1,  1,  1);
-       R_SkyBoxPolyVec(0, 0, -1, -1,  1);
-       glEnd();
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[5])); // down
-       glBegin(GL_QUADS);
-       R_SkyBoxPolyVec(1, 0,  1,  1, -1);
-       R_SkyBoxPolyVec(1, 1,  1, -1, -1);
-       R_SkyBoxPolyVec(0, 1, -1, -1, -1);
-       R_SkyBoxPolyVec(0, 0, -1,  1, -1);
-       glEnd();
-       glDepthMask(1);
-       glEnable (GL_DEPTH_TEST);
-       glColor3f (1,1,1);
-}
-
-static float skysphere[33*33*5];
-static int skysphereindices[32*32*6];
-static void skyspherecalc(float *sphere, float dx, float dy, float dz)
-{
-       float a, b, x, ax, ay, v[3], length;
-       int i, j, *index;
-       for (a = 0;a <= 1;a += (1.0 / 32.0))
-       {
-               ax = cos(a * M_PI * 2);
-               ay = -sin(a * M_PI * 2);
-               for (b = 0;b <= 1;b += (1.0 / 32.0))
-               {
-                       x = cos(b * M_PI * 2);
-                       v[0] = ax*x * dx;
-                       v[1] = ay*x * dy;
-                       v[2] = -sin(b * M_PI * 2) * dz;
-                       length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
-                       *sphere++ = v[0] * length;
-                       *sphere++ = v[1] * length;
-                       *sphere++ = v[0];
-                       *sphere++ = v[1];
-                       *sphere++ = v[2];
-               }
-       }
-       index = skysphereindices;
-       for (j = 0;j < 32;j++)
-       {
-               for (i = 0;i < 32;i++)
-               {
-                       *index++ =  j      * 33 + i;
-                       *index++ =  j      * 33 + i + 1;
-                       *index++ = (j + 1) * 33 + i;
-
-                       *index++ =  j      * 33 + i + 1;
-                       *index++ = (j + 1) * 33 + i + 1;
-                       *index++ = (j + 1) * 33 + i;
-               }
-               i++;
-       }
-}
-
-static void skyspherearrays(float *vert, float *tex, float *tex2, float *source, float s, float s2)
-{
-       float *v, *t, *t2;
-       int i;
-       v = vert;
-       t = tex;
-       t2 = tex2;
-       for (i = 0;i < (33*33);i++)
-       {
-               *t++ = source[0] + s;
-               *t++ = source[1] + s;
-               *t2++ = source[0] + s2;
-               *t2++ = source[1] + s2;
-               *v++ = source[2] + r_origin[0];
-               *v++ = source[3] + r_origin[1];
-               *v++ = source[4] + r_origin[2];
-               *v++ = 0;
-               source += 5;
-       }
-}
-
-static void R_SkySphere(void)
-{
-       float speedscale, speedscale2;
-       float vert[33*33*4], tex[33*33*2], tex2[33*33*2];
-       static qboolean skysphereinitialized = false;
-       if (!skysphereinitialized)
-       {
-               skysphereinitialized = true;
-               skyspherecalc(skysphere, 1024, 1024, 1024 / 3);
-       }
-       glDisable(GL_DEPTH_TEST);
-       glDepthMask(0);
-       glDisable (GL_BLEND);
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       if (lighthalf)
-               glColor3f(0.5,0.5,0.5);
-       else
-               glColor3f(1,1,1);
-       speedscale = cl.time*8.0/128.0;
-       speedscale -= (int)speedscale;
-       speedscale2 = cl.time*16.0/128.0;
-       speedscale2 -= (int)speedscale2;
-       skyspherearrays(vert, tex, tex2, skysphere, speedscale, speedscale2);
-       glVertexPointer(3, GL_FLOAT, sizeof(float) * 4, vert);
-       glEnableClientState(GL_VERTEX_ARRAY);
-       // do not lock the texcoord array, because it will be switched
-       GL_LockArray(0, 32*32*6);
-       glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex);
-       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-       if (r_mergesky.value)
-       {
-               glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture)); // both layers in one texture
-               glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
-       }
-       else
-       {
-               // LordHavoc: note that this combine operation does not use the color,
-               // so it has to use alternate textures in lighthalf mode
-               if (skyrendercombine)
-               {
-                       // upper clouds
-                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? solidskytexture_half : solidskytexture));
-
-                       // set up the second texcoord array
-                       // switch texcoord array selector to TMU 1
-                       qglClientActiveTexture(GL_TEXTURE1_ARB);
-                       glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex2);
-                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
-
-                       // render both layers as one pass using GL_ARB_texture_env_combine
-                       // TMU 0 is already selected, the TMU 0 texcoord array is already
-                       // set up, the texture is bound, and texturing is already enabled,
-                       // so just set up COMBINE
-
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
-
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-
-                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
-
-                       // set up TMU 1
-                       qglActiveTexture(GL_TEXTURE1_ARB);
-                       // lower clouds
-                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? alphaskytexture_half : alphaskytexture));
-
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
-
-                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-
-                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
-                       glEnable(GL_TEXTURE_2D);
-
-                       // draw it
-                       glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
-
-                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-                       glDisable(GL_TEXTURE_2D);
-                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-                       qglActiveTexture(GL_TEXTURE0_ARB);
-                       // switch texcoord array selector back to TMU 0
-                       qglClientActiveTexture(GL_TEXTURE0_ARB);
-                       // the TMU 0 texcoord array is disabled by the code below
-               }
-               else
-               {
-                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
-                       glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
-
-                       if (skyrendertwolayers)
-                       {
-                               glEnable (GL_BLEND);
-                               glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
-                               glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex2);
-                               glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
-                               glDisable (GL_BLEND);
-                       }
-               }
-       }
-       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-       GL_UnlockArray();
-       glDisableClientState(GL_VERTEX_ARRAY);
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glDepthMask(1);
-       glEnable (GL_DEPTH_TEST);
-       glColor3f (1,1,1);
-}
-
-static void R_Sky(void)
-{
-       if (!r_render.value)
-               return;
-       if (skyrendersphere)
-               R_SkySphere();
-       else if (skyrenderbox)
-               R_SkyBox();
-}
-
-//===============================================================
-
-static byte skyupperlayerpixels[128*128*4];
-static byte skylowerlayerpixels[128*128*4];
-static byte skymergedpixels[128*128*4];
-
-static void R_BuildSky (int scrollupper, int scrolllower)
-{
-       int x, y, ux, uy, lx, ly;
-       byte *m, *u, *l;
-       m = skymergedpixels;
-       for (y = 0;y < 128;y++)
-       {
-               uy = (y + scrollupper) & 127;
-               ly = (y + scrolllower) & 127;
-               for (x = 0;x < 128;x++)
-               {
-                       ux = (x + scrollupper) & 127;
-                       lx = (x + scrolllower) & 127;
-                       u = &skyupperlayerpixels[(uy * 128 + ux) * 4];
-                       l = &skylowerlayerpixels[(ly * 128 + lx) * 4];
-                       if (l[3])
-                       {
-                               if (l[3] == 255)
-                                       *((int *)m) = *((int *)l);
-                               else
-                               {
-                                       m[0] = ((((int) l[0] - (int) u[0]) * (int) l[3]) >> 8) + (int) u[0];
-                                       m[1] = ((((int) l[1] - (int) u[1]) * (int) l[3]) >> 8) + (int) u[1];
-                                       m[2] = ((((int) l[2] - (int) u[2]) * (int) l[3]) >> 8) + (int) u[2];
-                                       m[3] = 255;
-                               }
-                       }
-                       else
-                               *((int *)m) = *((int *)u);
-                       m += 4;
-               }
-       }
-       // FIXME: implement generated texture callbacks to speed this up?  (skip identifier lookup, CRC, memcpy, etc)
-       if (mergeskytexture)
-       {
-               glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture));
-               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, skymergedpixels);
-       }
-       else
-               mergeskytexture = R_LoadTexture("mergedskytexture", 128, 128, skymergedpixels, TEXF_RGBA | TEXF_ALWAYSPRECACHE);
-}
-
-/*
-=============
-R_InitSky
-
-A sky texture is 256*128, with the right side being a masked overlay
-==============
-*/
-void R_InitSky (byte *src, int bytesperpixel)
-{
-       int                     i, j, p;
-       unsigned        trans[128*128];
-       unsigned        transpix;
-       int                     r, g, b;
-       unsigned        *rgba;
-
-       if (!isworldmodel)
-               return;
-
-       strcpy(skyworldname, loadmodel->name);
-       if (bytesperpixel == 4)
-       {
-               for (i = 0;i < 128;i++)
-                       for (j = 0;j < 128;j++)
-                               trans[(i*128) + j] = src[i*256+j+128];
-       }
-       else
-       {
-               // make an average value for the back to avoid
-               // a fringe on the top level
-               r = g = b = 0;
-               for (i=0 ; i<128 ; i++)
-               {
-                       for (j=0 ; j<128 ; j++)
-                       {
-                               p = src[i*256 + j + 128];
-                               rgba = &d_8to24table[p];
-                               trans[(i*128) + j] = *rgba;
-                               r += ((byte *)rgba)[0];
-                               g += ((byte *)rgba)[1];
-                               b += ((byte *)rgba)[2];
-                       }
-               }
-
-               ((byte *)&transpix)[0] = r/(128*128);
-               ((byte *)&transpix)[1] = g/(128*128);
-               ((byte *)&transpix)[2] = b/(128*128);
-               ((byte *)&transpix)[3] = 0;
-       }
-
-       memcpy(skyupperlayerpixels, trans, 128*128*4);
-
-       solidskytexture = R_LoadTexture ("sky_solidtexture", 128, 128, (byte *) trans, TEXF_RGBA | TEXF_PRECACHE);
-       for (i = 0;i < 128*128;i++)
-       {
-               ((byte *)&trans[i])[0] >>= 1;
-               ((byte *)&trans[i])[1] >>= 1;
-               ((byte *)&trans[i])[2] >>= 1;
-       }
-       solidskytexture_half = R_LoadTexture ("sky_solidtexture_half", 128, 128, (byte *) trans, TEXF_RGBA | TEXF_PRECACHE);
-
-       if (bytesperpixel == 4)
-       {
-               for (i = 0;i < 128;i++)
-                       for (j = 0;j < 128;j++)
-                               trans[(i*128) + j] = src[i*256+j];
-       }
-       else
-       {
-               for (i=0 ; i<128 ; i++)
-               {
-                       for (j=0 ; j<128 ; j++)
-                       {
-                               p = src[i*256 + j];
-                               if (p == 0)
-                                       trans[(i*128) + j] = transpix;
-                               else
-                                       trans[(i*128) + j] = d_8to24table[p];
-                       }
-               }
-       }
-
-       memcpy(skylowerlayerpixels, trans, 128*128*4);
-
-       alphaskytexture = R_LoadTexture ("sky_alphatexture", 128, 128, (byte *) trans, TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
-       for (i = 0;i < 128*128;i++)
-       {
-               ((byte *)&trans[i])[0] >>= 1;
-               ((byte *)&trans[i])[1] >>= 1;
-               ((byte *)&trans[i])[2] >>= 1;
-       }
-       alphaskytexture_half = R_LoadTexture ("sky_alphatexture_half", 128, 128, (byte *) trans, TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
-}