4 cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
5 cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
6 cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
7 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
8 cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
10 cvar_t r_render = {0, "r_render", "1"};
11 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
12 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
14 // this is used to increase gl_mesh_maxtriangles automatically if a mesh was
15 // too large for the buffers in the previous frame
16 int overflowedverts = 0;
17 // increase transtriangles automatically too
18 int overflowedtransverts = 0;
20 int gl_maxdrawrangeelementsvertices;
21 int gl_maxdrawrangeelementsindices;
26 void GL_PrintError(int errornumber, char *filename, int linenumber)
30 #ifdef GL_INVALID_ENUM
32 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
35 #ifdef GL_INVALID_VALUE
36 case GL_INVALID_VALUE:
37 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
40 #ifdef GL_INVALID_OPERATION
41 case GL_INVALID_OPERATION:
42 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
45 #ifdef GL_STACK_OVERFLOW
46 case GL_STACK_OVERFLOW:
47 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
50 #ifdef GL_STACK_UNDERFLOW
51 case GL_STACK_UNDERFLOW:
52 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
55 #ifdef GL_OUT_OF_MEMORY
56 case GL_OUT_OF_MEMORY:
57 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
60 #ifdef GL_TABLE_TOO_LARGE
61 case GL_TABLE_TOO_LARGE:
62 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
66 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
72 float r_farclip, r_newfarclip;
74 int polyindexarray[768];
76 static float viewdist;
78 int c_meshs, c_meshtris, c_transmeshs, c_transtris;
82 float overbrightscale;
84 void SCR_ScreenShot_f (void);
87 static int max_transmeshs;
89 static int max_verts; // always max_meshs * 3
90 static int max_transverts; // always max_transmeshs * 3
91 #define TRANSDEPTHRES 4096
93 typedef struct buf_mesh_s
97 int blendfunc1, blendfunc2;
98 int textures[MAX_TEXTUREUNITS];
99 int texturergbscale[MAX_TEXTUREUNITS];
104 struct buf_mesh_s *chain;
105 struct buf_transtri_s *transchain;
109 typedef struct buf_transtri_s
111 struct buf_transtri_s *next;
112 struct buf_transtri_s *meshsortchain;
118 typedef struct buf_tri_s
148 static float meshfarclip;
149 static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
150 static buf_mesh_t *buf_mesh;
151 static buf_tri_t *buf_tri;
152 static buf_vertex_t *buf_vertex;
153 static buf_fcolor_t *buf_fcolor;
154 static buf_bcolor_t *buf_bcolor;
155 static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
157 static int currenttransmesh, currenttransvertex, currenttranstriangle;
158 static buf_mesh_t *buf_transmesh;
159 static buf_transtri_t *buf_sorttranstri;
160 static buf_transtri_t **buf_sorttranstri_list;
161 static buf_tri_t *buf_transtri;
162 static buf_vertex_t *buf_transvertex;
163 static buf_fcolor_t *buf_transfcolor;
164 static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
166 static mempool_t *gl_backend_mempool;
167 static int resizingbuffers = false;
169 static void gl_backend_start(void)
173 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
174 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
176 Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i, gl_mesh_transtriangles %i", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer);
177 if (qglDrawRangeElements != NULL)
178 Con_Printf(", with glDrawRangeElements (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
181 max_verts = max_meshs * 3;
182 max_transverts = max_transmeshs * 3;
184 if (!gl_backend_mempool)
185 gl_backend_mempool = Mem_AllocPool("GL_Backend");
187 #define BACKENDALLOC(var, count, sizeofstruct, varname)\
189 var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
191 Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
192 memset(var, 0, count * sizeof(sizeofstruct));\
195 BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
196 BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
197 BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
198 BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
199 BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
201 BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
202 BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
203 BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
204 BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
205 BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
206 BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
208 for (i = 0;i < MAX_TEXTUREUNITS;i++)
210 // only allocate as many texcoord arrays as we need
211 if (i < gl_textureunits)
213 BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
214 BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
218 buf_texcoord[i] = NULL;
219 buf_transtexcoord[i] = NULL;
222 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
223 backendactive = true;
226 static void gl_backend_shutdown(void)
228 Con_Printf("OpenGL Backend shutting down\n");
231 Mem_EmptyPool(gl_backend_mempool);
233 Mem_FreePool(&gl_backend_mempool);
236 backendactive = false;
239 static void gl_backend_bufferchanges(int init)
241 if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
242 Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
245 if (overflowedtransverts > gl_mesh_transtriangles.integer * 3)
246 Cvar_SetValueQuick(&gl_mesh_transtriangles, (int) ((overflowedtransverts + 2) / 3));
247 overflowedtransverts = 0;
249 if (gl_mesh_drawmode.integer < 0)
250 Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
251 if (gl_mesh_drawmode.integer > 3)
252 Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
254 if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
256 // change drawmode 3 to 2 if 3 won't work at all
257 Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
260 // 21760 is (65536 / 3) rounded off to a multiple of 128
261 if (gl_mesh_maxtriangles.integer < 1024)
262 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
263 if (gl_mesh_maxtriangles.integer > 21760)
264 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
266 if (gl_mesh_transtriangles.integer < 1024)
267 Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024);
268 if (gl_mesh_transtriangles.integer > 65536)
269 Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
271 if (gl_mesh_batchtriangles.integer < 0)
272 Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0);
273 if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
274 Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer);
276 max_batch = gl_mesh_batchtriangles.integer;
278 if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
280 max_meshs = gl_mesh_maxtriangles.integer;
281 max_transmeshs = gl_mesh_transtriangles.integer;
285 resizingbuffers = true;
286 gl_backend_shutdown();
288 resizingbuffers = false;
293 static void gl_backend_newmap(void)
295 r_farclip = r_newfarclip = 2048.0f;
298 void gl_backend_init(void)
302 Cvar_RegisterVariable(&r_render);
303 Cvar_RegisterVariable(&gl_dither);
304 Cvar_RegisterVariable(&gl_lockarrays);
306 Cvar_SetValue("r_render", 0);
309 Cvar_RegisterVariable(&gl_mesh_maxtriangles);
310 Cvar_RegisterVariable(&gl_mesh_transtriangles);
311 Cvar_RegisterVariable(&gl_mesh_batchtriangles);
312 Cvar_RegisterVariable(&gl_mesh_floatcolors);
313 Cvar_RegisterVariable(&gl_mesh_drawmode);
314 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
315 gl_backend_bufferchanges(true);
316 for (i = 0;i < 256;i++)
318 polyindexarray[i*3+0] = 0;
319 polyindexarray[i*3+1] = i + 1;
320 polyindexarray[i*3+2] = i + 2;
324 int arraylocked = false;
326 void GL_LockArray(int first, int count)
328 if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
330 qglLockArraysEXT(first, count);
336 void GL_UnlockArray(void)
340 qglUnlockArraysEXT();
351 static void GL_SetupFrame (void)
354 double fovx, fovy, zNear, zFar, aspect;
356 // update farclip based on previous frame
357 r_farclip = r_newfarclip;
359 if (!r_render.integer)
362 qglDepthFunc (GL_LEQUAL);CHECKGLERROR
365 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
366 qglLoadIdentity ();CHECKGLERROR
368 // y is weird beause OpenGL is bottom to top, we use top to bottom
369 qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
376 fovx = r_refdef.fov_x;
377 fovy = r_refdef.fov_y;
378 aspect = r_refdef.width / r_refdef.height;
381 xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
382 ymax = zNear * tan(fovy * M_PI / 360.0);
385 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
387 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
388 qglLoadIdentity ();CHECKGLERROR
391 qglRotatef (-90, 1, 0, 0);CHECKGLERROR
392 qglRotatef (90, 0, 0, 1);CHECKGLERROR
394 qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
395 qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
396 qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
398 qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
401 static int mesh_blendfunc1;
402 static int mesh_blendfunc2;
403 static int mesh_blend;
404 static GLboolean mesh_depthmask;
405 static int mesh_depthtest;
406 static int mesh_unit;
407 static int mesh_clientunit;
408 static int mesh_texture[MAX_TEXTUREUNITS];
409 static float mesh_texturergbscale[MAX_TEXTUREUNITS];
411 void GL_SetupTextureState(void)
414 if (backendunits > 1)
416 for (i = 0;i < backendunits;i++)
418 qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
419 qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
420 if (gl_combine.integer)
422 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
423 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
424 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
425 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
426 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
427 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
428 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
429 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
430 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
431 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
432 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
433 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
434 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
435 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
436 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
437 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR
438 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
442 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
446 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
450 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
452 if (gl_mesh_drawmode.integer > 0)
454 qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
455 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
458 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
462 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
469 qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
470 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
473 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
477 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
479 if (gl_mesh_drawmode.integer > 0)
481 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
484 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
488 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
494 // called at beginning of frame
496 void R_Mesh_Start(void)
500 Sys_Error("R_Mesh_Clear: called when backend is not active\n");
504 gl_backend_bufferchanges(false);
509 currenttransmesh = 0;
510 currenttranstriangle = 0;
511 currenttransvertex = 0;
514 viewdist = DotProduct(r_origin, vpn);
526 for (i = 0;i < backendunits;i++)
529 mesh_texturergbscale[i] = 1;
532 qglEnable(GL_CULL_FACE);CHECKGLERROR
533 qglCullFace(GL_FRONT);CHECKGLERROR
535 mesh_depthtest = true;
536 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
538 mesh_blendfunc1 = GL_ONE;
539 mesh_blendfunc2 = GL_ZERO;
540 qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
543 qglDisable(GL_BLEND);CHECKGLERROR
545 mesh_depthmask = GL_TRUE;
546 qglDepthMask(mesh_depthmask);CHECKGLERROR
549 if (gl_mesh_drawmode.integer > 0)
552 qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
553 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
554 if (gl_mesh_floatcolors.integer)
556 qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
560 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
562 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
565 GL_SetupTextureState();
568 int gl_backend_rebindtextures;
570 void GL_UpdateFarclip(void)
575 // push out farclip based on vertices
576 // FIXME: wouldn't this be slow when using matrix transforms?
577 for (i = 0;i < currentvertex;i++)
579 farclip = DotProduct(buf_vertex[i].v, vpn);
580 if (meshfarclip < farclip)
581 meshfarclip = farclip;
584 farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
586 // push out farclip for next frame
587 if (farclip > r_newfarclip)
588 r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
591 void GL_ConvertColorsFloatToByte(void)
594 // LordHavoc: to avoid problems with aliasing (treating memory as two
595 // different types - exactly what this is doing), these must be volatile
597 volatile int *icolor;
598 volatile float *fcolor;
601 total = currentvertex * 4;
603 // shift float to have 8bit fraction at base of number
604 fcolor = &buf_fcolor->c[0];
605 for (i = 0;i < total;)
607 fcolor[i ] += 32768.0f;
608 fcolor[i + 1] += 32768.0f;
609 fcolor[i + 2] += 32768.0f;
610 fcolor[i + 3] += 32768.0f;
614 // then read as integer and kill float bits...
615 icolor = (int *)&buf_fcolor->c[0];
616 bcolor = &buf_bcolor->c[0];
617 for (i = 0;i < total;)
619 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
620 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
621 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
622 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
627 void GL_MeshState(buf_mesh_t *mesh)
630 if (backendunits > 1)
632 for (i = 0;i < backendunits;i++)
634 if (mesh_texture[i] != mesh->textures[i])
638 qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
640 if (mesh_texture[i] == 0)
642 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
643 // have to disable texcoord array on disabled texture
644 // units due to NVIDIA driver bug with
645 // compiled_vertex_array
646 if (mesh_clientunit != i)
648 qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
650 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
652 qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
653 if (mesh_texture[i] == 0)
655 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
656 // have to disable texcoord array on disabled texture
657 // units due to NVIDIA driver bug with
658 // compiled_vertex_array
659 if (mesh_clientunit != i)
661 qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
663 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
666 if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
670 qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
672 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
678 if (mesh_texture[0] != mesh->textures[0])
680 if (mesh_texture[0] == 0)
682 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
683 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
685 qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
686 if (mesh_texture[0] == 0)
688 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
689 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
693 if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
695 qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
696 if (mesh_blendfunc2 == GL_ZERO)
698 if (mesh_blendfunc1 == GL_ONE)
703 qglDisable(GL_BLEND);CHECKGLERROR
711 qglEnable(GL_BLEND);CHECKGLERROR
720 qglEnable(GL_BLEND);CHECKGLERROR
724 if (mesh_depthtest != mesh->depthtest)
726 mesh_depthtest = mesh->depthtest;
728 qglEnable(GL_DEPTH_TEST);
730 qglDisable(GL_DEPTH_TEST);
732 if (mesh_depthmask != mesh->depthmask)
734 qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
738 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
740 unsigned int i, j, in;
741 if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
743 // GL 1.2 or GL 1.1 with extension
744 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
746 else if (gl_mesh_drawmode.integer >= 2)
749 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
751 else if (gl_mesh_drawmode.integer >= 1)
754 // feed it manually using glArrayElement
755 qglBegin(GL_TRIANGLES);
756 for (i = 0;i < indexcount;i++)
757 qglArrayElement(index[i]);
762 // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
764 qglBegin(GL_TRIANGLES);
765 if (r_multitexture.integer)
767 // the minigl doesn't have this (because it does not have ARB_multitexture)
768 for (i = 0;i < indexcount;i++)
771 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
772 for (j = 0;j < backendunits;j++)
774 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
775 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
780 for (i = 0;i < indexcount;i++)
783 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
785 qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
786 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
793 // renders mesh buffers, called to flush buffers when full
794 void R_Mesh_Render(void)
804 Sys_Error("R_Mesh_Render: called when backend is not active\n");
809 if (!r_render.integer)
821 // drawmode 0 always uses byte colors
822 if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
823 GL_ConvertColorsFloatToByte();
825 if (gl_backend_rebindtextures)
827 gl_backend_rebindtextures = false;
828 GL_SetupTextureState();
831 GL_MeshState(buf_mesh);
832 GL_LockArray(0, currentvertex);
833 GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
835 if (currentmesh >= 2)
837 for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
841 firstvert = mesh->firstvert;
842 indexcount = mesh->triangles * 3;
843 index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0];
845 // if not using batching, skip the index adjustment
847 for (i = 0;i < indexcount;i++)
848 index[i] += firstvert;
850 GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR
858 GL_UnlockArray();CHECKGLERROR
861 // restores backend state, used when done with 3D rendering
862 void R_Mesh_Finish(void)
865 // flush any queued meshs
868 if (backendunits > 1)
870 for (i = backendunits - 1;i >= 0;i--)
872 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
873 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
874 if (gl_combine.integer)
876 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
880 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
884 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
886 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
890 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
891 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
897 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
898 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
901 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
906 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
907 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
910 qglDisable(GL_BLEND);CHECKGLERROR
911 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
912 qglDepthMask(GL_TRUE);CHECKGLERROR
913 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
916 void R_Mesh_ClearDepth(void)
918 R_Mesh_AddTransparent();
920 qglClear(GL_DEPTH_BUFFER_BIT);
924 void R_Mesh_AddTransparent(void)
927 float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
928 buf_vertex_t *vert1, *vert2, *vert3;
930 buf_mesh_t *mesh, *transmesh;
932 if (!currenttransmesh)
935 // convert index data to transtris for sorting
936 for (j = 0;j < currenttransmesh;j++)
938 mesh = buf_transmesh + j;
939 k = mesh->firsttriangle;
940 index = &buf_transtri[k].index[0];
941 for (i = 0;i < mesh->triangles;i++)
943 tri = &buf_sorttranstri[k++];
945 tri->index[0] = *index++;
946 tri->index[1] = *index++;
947 tri->index[2] = *index++;
951 // map farclip to 0-4095 list range
952 centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
953 viewdistcompare = viewdist + 4.0f;
955 memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
958 for (j = 0;j < currenttranstriangle;j++)
960 tri = &buf_sorttranstri[j];
961 i = tri->mesh->firstvert;
963 vert1 = &buf_transvertex[tri->index[0] + i];
964 vert2 = &buf_transvertex[tri->index[1] + i];
965 vert3 = &buf_transvertex[tri->index[2] + i];
967 dist1 = DotProduct(vert1->v, vpn);
968 dist2 = DotProduct(vert2->v, vpn);
969 dist3 = DotProduct(vert3->v, vpn);
971 maxdist = max(dist1, max(dist2, dist3));
972 if (maxdist < viewdistcompare)
975 center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
978 i = bound(0, i, (TRANSDEPTHRES - 1));
982 center += 8388608.0f;
983 i = *((int *)¢er) & 0x7FFFFF;
984 i = min(i, (TRANSDEPTHRES - 1));
986 tri->next = buf_sorttranstri_list[i];
987 buf_sorttranstri_list[i] = tri;
991 for (i = 0;i < currenttransmesh;i++)
992 buf_transmesh[i].transchain = NULL;
994 for (j = 0;j < TRANSDEPTHRES;j++)
996 if ((tri = buf_sorttranstri_list[j]))
998 for (;tri;tri = tri->next)
1000 if (!tri->mesh->transchain)
1002 tri->mesh->chain = transmesh;
1003 transmesh = tri->mesh;
1005 tri->meshsortchain = tri->mesh->transchain;
1006 tri->mesh->transchain = tri;
1011 for (;transmesh;transmesh = transmesh->chain)
1013 if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts)
1016 mesh = &buf_mesh[currentmesh++];
1017 *mesh = *transmesh; // copy mesh properties
1019 mesh->firstvert = currentvertex;
1020 memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
1021 memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
1022 for (i = 0;i < backendunits && transmesh->textures[i];i++)
1023 memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
1024 currentvertex += mesh->verts;
1026 mesh->firsttriangle = currenttriangle;
1027 for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
1029 buf_tri[currenttriangle].index[0] = tri->index[0];
1030 buf_tri[currenttriangle].index[1] = tri->index[1];
1031 buf_tri[currenttriangle].index[2] = tri->index[2];
1034 mesh->triangles = currenttriangle - mesh->firsttriangle;
1037 currenttransmesh = 0;
1038 currenttranstriangle = 0;
1039 currenttransvertex = 0;
1042 void R_Mesh_Draw(const rmeshinfo_t *m)
1044 // these are static because gcc runs out of virtual registers otherwise
1045 static int i, j, overbright, *index;
1046 static float *in, scaler;
1047 static float cr, cg, cb, ca;
1048 static buf_mesh_t *mesh;
1049 static buf_vertex_t *vert;
1050 static buf_fcolor_t *fcolor;
1051 static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
1054 Sys_Error("R_Mesh_Draw: called when backend is not active\n");
1056 if (m->index == NULL
1058 || m->vertex == NULL
1060 Host_Error("R_Mesh_Draw: no triangles or verts\n");
1062 // ignore meaningless alpha meshs
1063 if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
1067 for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
1070 if (i == m->numverts)
1073 else if (m->ca < 0.01f)
1078 Sys_Error("R_Mesh_Draw: called when backend is not active\n");
1081 for (i = 0;i < m->numtriangles * 3;i++)
1082 if ((unsigned int) m->index[i] >= (unsigned int) m->numverts)
1083 Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
1086 // LordHavoc: removed this error condition because with floatcolors 0,
1087 // the 3DFX driver works with very large meshs
1088 // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
1089 //if (m->numtriangles > 1024 || m->numverts > 3072)
1091 // Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n");
1095 i = max(m->numtriangles * 3, m->numverts);
1096 if (overflowedverts < i)
1097 overflowedverts = i;
1099 if (m->numtriangles > max_meshs || m->numverts > max_verts)
1101 Con_Printf("R_Mesh_Draw: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
1107 overflowedtransverts += max(m->numtriangles * 3, m->numverts);
1108 if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
1112 Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
1119 c_transtris += m->numtriangles;
1120 vert = &buf_transvertex[currenttransvertex];
1121 fcolor = &buf_transfcolor[currenttransvertex];
1122 for (i = 0;i < backendunits;i++)
1123 texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
1125 // transmesh is only for storage of transparent meshs until they
1126 // are inserted into the main mesh array
1127 mesh = &buf_transmesh[currenttransmesh++];
1128 mesh->firsttriangle = currenttranstriangle;
1129 mesh->firstvert = currenttransvertex;
1130 index = &buf_transtri[currenttranstriangle].index[0];
1132 currenttranstriangle += m->numtriangles;
1133 currenttransvertex += m->numverts;
1137 if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
1141 c_meshtris += m->numtriangles;
1142 vert = &buf_vertex[currentvertex];
1143 fcolor = &buf_fcolor[currentvertex];
1144 for (i = 0;i < backendunits;i++)
1145 texcoord[i] = &buf_texcoord[i][currentvertex];
1147 // opaque meshs are rendered directly
1148 mesh = &buf_mesh[currentmesh++];
1149 mesh->firsttriangle = currenttriangle;
1150 mesh->firstvert = currentvertex;
1151 index = &buf_tri[currenttriangle].index[0];
1153 currenttriangle += m->numtriangles;
1154 currentvertex += m->numverts;
1157 // code shared for transparent and opaque meshs
1158 memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
1159 mesh->blendfunc1 = m->blendfunc1;
1160 mesh->blendfunc2 = m->blendfunc2;
1161 mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
1162 mesh->depthtest = !m->depthdisable;
1163 mesh->triangles = m->numtriangles;
1164 mesh->verts = m->numverts;
1168 if (m->blendfunc1 == GL_DST_COLOR)
1170 // check if it is a 2x modulate with framebuffer
1171 if (m->blendfunc2 == GL_SRC_COLOR)
1174 else if (m->blendfunc2 != GL_SRC_COLOR)
1178 overbright = gl_combine.integer;
1182 scaler *= overbrightscale;
1187 for (i = 0;i < backendunits;i++)
1189 if ((mesh->textures[i] = m->tex[i]))
1191 mesh->texturergbscale[i] = m->texrgbscale[i];
1192 if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
1193 mesh->texturergbscale[i] = 1;
1195 if (overbright && j >= 0)
1196 mesh->texturergbscale[j] = 4;
1198 if (m->vertexstep != sizeof(buf_vertex_t))
1200 for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
1202 vert[i].v[0] = in[0];
1203 vert[i].v[1] = in[1];
1204 vert[i].v[2] = in[2];
1208 memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
1212 for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
1214 fcolor[i].c[0] = in[0] * scaler;
1215 fcolor[i].c[1] = in[1] * scaler;
1216 fcolor[i].c[2] = in[2] * scaler;
1217 fcolor[i].c[3] = in[3];
1222 cr = m->cr * scaler;
1223 cg = m->cg * scaler;
1224 cb = m->cb * scaler;
1226 for (i = 0;i < m->numverts;i++)
1228 fcolor[i].c[0] = cr;
1229 fcolor[i].c[1] = cg;
1230 fcolor[i].c[2] = cb;
1231 fcolor[i].c[3] = ca;
1235 for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
1237 if (j >= backendunits)
1238 Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
1239 if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
1241 for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
1243 texcoord[j][i].t[0] = in[0];
1244 texcoord[j][i].t[1] = in[1];
1248 memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
1251 if (currenttriangle >= max_batch)
1255 // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
1256 // (this is used for very high speed rendering, no copying)
1257 int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
1259 // these are static because gcc runs out of virtual registers otherwise
1260 int i, j, overbright;
1265 Sys_Error("R_Mesh_Draw: called when backend is not active\n");
1267 if (!m->numtriangles
1269 Host_Error("R_Mesh_Draw: no triangles or verts\n");
1271 // LordHavoc: removed this error condition because with floatcolors 0,
1272 // the 3DFX driver works with very large meshs
1273 // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
1274 //if (m->numtriangles > 1024 || m->numverts > 3072)
1276 // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
1280 i = max(m->numtriangles * 3, m->numverts);
1281 if (overflowedverts < i)
1282 overflowedverts = i;
1284 if (m->numtriangles > max_meshs || m->numverts > max_verts)
1286 Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
1292 overflowedtransverts += max(m->numtriangles * 3, m->numverts);
1293 if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
1297 Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
1304 c_transtris += m->numtriangles;
1305 m->index = &buf_transtri[currenttranstriangle].index[0];
1306 m->vertex = &buf_transvertex[currenttransvertex].v[0];
1307 m->color = &buf_transfcolor[currenttransvertex].c[0];
1308 for (i = 0;i < backendunits;i++)
1309 m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
1311 // transmesh is only for storage of transparent meshs until they
1312 // are inserted into the main mesh array
1313 mesh = &buf_transmesh[currenttransmesh++];
1314 mesh->firsttriangle = currenttranstriangle;
1315 mesh->firstvert = currenttransvertex;
1316 currenttranstriangle += m->numtriangles;
1317 currenttransvertex += m->numverts;
1321 if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
1325 c_meshtris += m->numtriangles;
1326 m->index = &buf_tri[currenttriangle].index[0];
1327 m->vertex = &buf_vertex[currentvertex].v[0];
1328 m->color = &buf_fcolor[currentvertex].c[0];
1329 for (i = 0;i < backendunits;i++)
1330 m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
1332 // opaque meshs are rendered directly
1333 mesh = &buf_mesh[currentmesh++];
1334 mesh->firsttriangle = currenttriangle;
1335 mesh->firstvert = currentvertex;
1336 currenttriangle += m->numtriangles;
1337 currentvertex += m->numverts;
1340 // code shared for transparent and opaque meshs
1341 mesh->blendfunc1 = m->blendfunc1;
1342 mesh->blendfunc2 = m->blendfunc2;
1343 mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
1344 mesh->depthtest = !m->depthdisable;
1345 mesh->triangles = m->numtriangles;
1346 mesh->verts = m->numverts;
1350 if (m->blendfunc1 == GL_DST_COLOR)
1352 // check if it is a 2x modulate with framebuffer
1353 if (m->blendfunc2 == GL_SRC_COLOR)
1356 else if (m->blendfunc2 != GL_SRC_COLOR)
1360 overbright = gl_combine.integer;
1364 scaler *= overbrightscale;
1366 m->colorscale = scaler;
1369 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1371 if ((mesh->textures[i] = m->tex[i]))
1374 if (i >= backendunits)
1375 Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
1377 mesh->texturergbscale[i] = m->texrgbscale[i];
1378 if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
1379 mesh->texturergbscale[i] = 1;
1381 if (overbright && j >= 0)
1382 mesh->texturergbscale[j] = 4;
1387 void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
1389 m->index = polyindexarray;
1390 m->numverts = numverts;
1391 m->numtriangles = numverts - 2;
1392 if (m->numtriangles < 1)
1394 Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
1397 if (m->numtriangles >= 256)
1399 Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
1406 ==============================================================================
1410 ==============================================================================
1413 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
1419 if (!r_render.integer)
1422 buffer = Mem_Alloc(tempmempool, width*height*3);
1423 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1426 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
1427 if (v_hwgamma.integer)
1428 for (i = 0;i < width * height * 3;i++)
1429 buffer[i] <<= v_overbrightbits.integer;
1431 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
1437 //=============================================================================
1439 void R_ClearScreen(void)
1441 if (r_render.integer)
1444 qglClearColor(0,0,0,0);CHECKGLERROR
1446 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
1447 // set dithering mode
1448 if (gl_dither.integer)
1450 qglEnable(GL_DITHER);CHECKGLERROR
1454 qglDisable(GL_DITHER);CHECKGLERROR
1463 This is called every frame, and can also be called explicitly to flush
1467 void SCR_UpdateScreen (void)
1471 R_TimeReport("finish");
1473 if (gl_combine.integer && !gl_combine_extension)
1474 Cvar_SetValue("gl_combine", 0);
1476 lightscalebit = v_overbrightbits.integer;
1477 if (gl_combine.integer && r_multitexture.integer)
1480 lightscale = 1.0f / (float) (1 << lightscalebit);
1481 overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
1483 R_TimeReport("setup");
1487 R_TimeReport("clear");
1489 if (scr_conlines < vid.conheight)
1495 // tell driver to commit it's partially full geometry queue to the rendering queue
1496 // (this doesn't wait for the commands themselves to complete)