
// draw.c -- this is the only file outside the refresh that touches the
// vid buffer

#include "quakedef.h"

extern int ColorIndex[16];
extern unsigned ColorPercent[16];

extern unsigned char d_15to8table[65536];

cvar_t		gl_nobind = {"gl_nobind", "0"};
cvar_t		gl_max_size = {"gl_max_size", "1024"};
cvar_t		gl_picmip = {"gl_picmip", "0"};
cvar_t		gl_spritemip = {"gl_spritemip", "0"};

byte		*draw_chars;				// 8*8 graphic characters
byte		*draw_smallchars;			// Small characters for status bar
byte		*draw_menufont; 			// Big Menu Font
qpic_t		*draw_disc[MAX_DISC] = 
{
	NULL  // make the first one null for sure
};
qpic_t		*draw_backtile;

int			translate_texture[MAX_PLAYER_CLASS];
int			char_texture;
int			cs_texture; // crosshair texture
int			char_smalltexture;
int			char_menufonttexture;

int	trans_level = 0;

static byte cs_data[64] = {
	0xff, 0xff, 0xff, 0x4f, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0x4f, 0xff, 0xff, 0xff, 0xff,
	0x4f, 0xff, 0x4f, 0xff, 0x4f, 0xff, 0x4f, 0xff,
	0xff, 0xff, 0xff, 0x4f, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0x4f, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
};

byte		conback_buffer[sizeof(qpic_t) + sizeof(glpic_t)];
qpic_t		*conback = (qpic_t *)&conback_buffer;

int		gl_lightmap_format = 4;
int		gl_solid_format = 3;
int		gl_alpha_format = 4;

int		gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
int		gl_filter_max = GL_LINEAR;


int		texels;

qboolean is_3dfx = false;
qboolean is_PowerVR = false;

typedef struct
{
	int		texnum;
	char	identifier[64];
	int		width, height;
	qboolean	mipmap;
} gltexture_t;

#define	MAX_GLTEXTURES	2048
gltexture_t	gltextures[MAX_GLTEXTURES];
int			numgltextures;

void GL_Bind (int texnum)
{
	if (gl_nobind.value)
		texnum = char_texture;
	if (currenttexture == texnum)
		return;
	currenttexture = texnum;
	bindTexFunc (GL_TEXTURE_2D, texnum);
}


/*
=============================================================================

  scrap allocation

  Allocate all the little status bar obejcts into a single texture
  to crutch up stupid hardware / drivers

=============================================================================
*/

#define	MAX_SCRAPS		1
#define	BLOCK_WIDTH		256
#define	BLOCK_HEIGHT	256

int			scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH];
byte		scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4];
qboolean	scrap_dirty;
int			scrap_texnum;

// returns a texture number and the position inside it
int Scrap_AllocBlock (int w, int h, int *x, int *y)
{
	int		i, j;
	int		best, best2;
	int		bestx;
	int		texnum;

	for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++)
	{
		best = BLOCK_HEIGHT;

		for (i=0 ; i<BLOCK_WIDTH-w ; i++)
		{
			best2 = 0;

			for (j=0 ; j<w ; j++)
			{
				if (scrap_allocated[texnum][i+j] >= best)
					break;
				if (scrap_allocated[texnum][i+j] > best2)
					best2 = scrap_allocated[texnum][i+j];
			}
			if (j == w)
			{	// this is a valid spot
				*x = i;
				*y = best = best2;
			}
		}

		if (best + h > BLOCK_HEIGHT)
			continue;

		for (i=0 ; i<w ; i++)
			scrap_allocated[texnum][*x + i] = best + h;

		return texnum;
	}

	Sys_Error ("Scrap_AllocBlock: full");
}

int	scrap_uploads;

void Scrap_Upload (void)
{
	scrap_uploads++;
	GL_Bind(scrap_texnum);
	GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true, 0);
	scrap_dirty = false;
}

//=============================================================================
/* Support Routines */

typedef struct cachepic_s
{
	char		name[MAX_QPATH];
	qpic_t		pic;
	byte		padding[32];	// for appended glpic
} cachepic_t;

#define	MAX_CACHED_PICS		256
cachepic_t	menu_cachepics[MAX_CACHED_PICS];
int			menu_numcachepics;

int		pic_texels;
int		pic_count;

#define PLAYER_PIC_WIDTH 68
#define PLAYER_PIC_HEIGHT 114
#define PLAYER_DEST_WIDTH 128
#define PLAYER_DEST_HEIGHT 128

byte		menuplyr_pixels[MAX_PLAYER_CLASS][PLAYER_PIC_WIDTH*PLAYER_PIC_HEIGHT];

qpic_t *Draw_PicFromFile (char *name)
{
	qpic_t	*p;
	glpic_t *gl;

	p = (qpic_t	*)COM_LoadHunkFile (name);
	if (!p)
	{
		return NULL;
	}

	gl = (glpic_t *)p->data;

	// load little ones into the scrap
/*	if (p->width < 64 && p->height < 64)
	{
		int		x, y;
		int		i, j, k;
		int		texnum;

		texnum = Scrap_AllocBlock (p->width, p->height, &x, &y);
		if (texnum == -1)
			goto nonscrap;
		scrap_dirty = true;
		k = 0;
		for (i=0 ; i<p->height ; i++)
			for (j=0 ; j<p->width ; j++, k++)
				scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = p->data[k];
		texnum += scrap_texnum;
		gl->texnum = texnum;
		gl->sl = (x+0.01)/(float)BLOCK_WIDTH;
		gl->sh = (x+p->width-0.01)/(float)BLOCK_WIDTH;
		gl->tl = (y+0.01)/(float)BLOCK_WIDTH;
		gl->th = (y+p->height-0.01)/(float)BLOCK_WIDTH;

		pic_count++;
		pic_texels += p->width*p->height;
	}
	else*/
	{
nonscrap:
		gl->texnum = GL_LoadPicTexture (p);

		gl->sl = 0;
		gl->sh = 1;
		gl->tl = 0;
		gl->th = 1;
	}
	return p;
}

qpic_t *Draw_PicFromWad (char *name)
{
	qpic_t	*p;
	glpic_t	*gl;

	p = W_GetLumpName (name);
	gl = (glpic_t *)p->data;

	// load little ones into the scrap
	if (p->width < 64 && p->height < 64)
	{
		int		x, y;
		int		i, j, k;
		int		texnum;

		texnum = Scrap_AllocBlock (p->width, p->height, &x, &y);
		scrap_dirty = true;
		k = 0;
		for (i=0 ; i<p->height ; i++)
			for (j=0 ; j<p->width ; j++, k++)
				scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = p->data[k];
		texnum += scrap_texnum;
		gl->texnum = texnum;
		gl->sl = (x+0.01)/(float)BLOCK_WIDTH;
		gl->sh = (x+p->width-0.01)/(float)BLOCK_WIDTH;
		gl->tl = (y+0.01)/(float)BLOCK_WIDTH;
		gl->th = (y+p->height-0.01)/(float)BLOCK_WIDTH;

		pic_count++;
		pic_texels += p->width*p->height;
	}
	else
	{
		gl->texnum = GL_LoadPicTexture (p);
		gl->sl = 0;
		gl->sh = 1;
		gl->tl = 0;
		gl->th = 1;
	}
	return p;
}


/*
================
Draw_CachePic
================
*/
qpic_t	*Draw_CachePic (char *path)
{
	cachepic_t	*pic;
	int			i;
	qpic_t		*dat;
	glpic_t		*gl;

	for (pic=menu_cachepics, i=0 ; i<menu_numcachepics ; pic++, i++)
		if (!strcmp (path, pic->name))
			return &pic->pic;

	if (menu_numcachepics == MAX_CACHED_PICS)
		Sys_Error ("menu_numcachepics == MAX_CACHED_PICS");
	menu_numcachepics++;
	strcpy (pic->name, path);

//
// load the pic from disk
//
	dat = (qpic_t *)COM_LoadTempFile (path);	
	if (!dat)
		Sys_Error ("Draw_CachePic: failed to load %s", path);
	SwapPic (dat);

	// HACK HACK HACK --- we need to keep the bytes for
	// the translatable player picture just for the menu
	// configuration dialog
#if 0
	if (!strcmp (path, "gfx/menuplyr.lmp"))
		memcpy (menuplyr_pixels, dat->data, dat->width*dat->height);
#else
	/* garymct */
	if (!strcmp (path, "gfx/menu/netp1.lmp"))
		memcpy (menuplyr_pixels[0], dat->data, dat->width*dat->height);
	if (!strcmp (path, "gfx/menu/netp2.lmp"))
		memcpy (menuplyr_pixels[1], dat->data, dat->width*dat->height);
	if (!strcmp (path, "gfx/menu/netp3.lmp"))
		memcpy (menuplyr_pixels[2], dat->data, dat->width*dat->height);
	if (!strcmp (path, "gfx/menu/netp4.lmp"))
		memcpy (menuplyr_pixels[3], dat->data, dat->width*dat->height);
	if (!strcmp (path, "gfx/menu/netp5.lmp"))
		memcpy (menuplyr_pixels[4], dat->data, dat->width*dat->height);
	if (!strcmp (path, "gfx/menu/netp6.lmp"))
		memcpy (menuplyr_pixels[5], dat->data, dat->width*dat->height);
#endif

	pic->pic.width = dat->width;
	pic->pic.height = dat->height;

	// point sample status bar
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	gl = (glpic_t *)pic->pic.data;
	gl->texnum = GL_LoadPicTexture (dat);
	gl->sl = 0;
	gl->sh = 1;
	gl->tl = 0;
	gl->th = 1;

	return &pic->pic;
}


void Draw_CharToConback (int num, byte *dest)
{
	int		row, col;
	byte	*source;
	int		drawline;
	int		x;

	row = num>>5;
	col = num&31;
	source = draw_chars + (row<<11) + (col<<3);

	drawline = 8;

	while (drawline--)
	{
		for (x=0 ; x<8 ; x++)
			if (source[x] != 255)
				dest[x] = 0x60 + source[x];
		source += 256;
		dest += 320;
	}

}

typedef struct
{
	char *name;
	int	minimize, maximize;
} mode_t;

mode_t modes[] = {
	{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
	{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
	{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
	{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
	{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
	{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};

/*
===============
Draw_TextureMode_f
===============
*/
void Draw_TextureMode_f (void)
{
	int		i;
	gltexture_t	*glt;

	if (Cmd_Argc() == 1)
	{
		for (i=0 ; i< 6 ; i++)
			if (gl_filter_min == modes[i].minimize)
			{
				Con_Printf ("%s\n", modes[i].name);
				return;
			}
		Con_Printf ("current filter is unknown???\n");
		return;
	}

	for (i=0 ; i< 6 ; i++)
	{
		if (!Q_strcasecmp (modes[i].name, Cmd_Argv(1) ) )
			break;
	}
	if (i == 6)
	{
		Con_Printf ("bad filter name\n");
		return;
	}

	gl_filter_min = modes[i].minimize;
	gl_filter_max = modes[i].maximize;

	// change all the existing mipmap texture objects
	for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
	{
		if (glt->mipmap)
		{
			GL_Bind (glt->texnum);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
		}
	}
}

/*
===============
Draw_Init
===============
*/
void Draw_Init (void)
{
	int		i;
	qpic_t	*cb, *mf;
	byte	*dest, *src;
	int		x, y;
	char	ver[40];
	glpic_t	*gl;
	int		start;
	byte    *ncdata;
	int		f, fstep;
	char	temp[MAX_QPATH];

	Cvar_RegisterVariable (&gl_nobind);
	Cvar_RegisterVariable (&gl_max_size);
	Cvar_RegisterVariable (&gl_picmip);
	Cvar_RegisterVariable (&gl_spritemip);

	// rjr - handle powervr
	// 3dfx can only handle 256 wide textures
	if (!Q_strncasecmp ((char *)gl_renderer, "3dfx",4))
		Cvar_Set ("gl_max_size", "256");

	Cmd_AddCommand ("gl_texturemode", &Draw_TextureMode_f);

	// load the console background and the charset
	// by hand, because we need to write the version
	// string into the background before turning
	// it into a texture

	draw_chars = COM_LoadHunkFile ("gfx/menu/conchars.lmp");
	for (i=0 ; i<256*128 ; i++)
		if (draw_chars[i] == 0)
			draw_chars[i] = 255;	// proper transparent color

	char_texture = GL_LoadTexture ("charset", 256, 128, draw_chars, false, true, 0);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 0);

	draw_smallchars = W_GetLumpName("tinyfont");
	for (i=0 ; i<128*32 ; i++)
		if (draw_smallchars[i] == 0)
			draw_smallchars[i] = 255;	// proper transparent color

	// now turn them into textures
	char_smalltexture = GL_LoadTexture ("smallcharset", 128, 32, draw_smallchars, false, true, 0);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	mf = (qpic_t *)COM_LoadTempFile("gfx/menu/bigfont2.lmp");
	for (i=0 ; i<160*80 ; i++)
		if (mf->data[i] == 0)
			mf->data[i] = 255;	// proper transparent color


	char_menufonttexture = GL_LoadTexture ("menufont", 160, 80, mf->data, false, true, 0);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);


	start = Hunk_LowMark ();

	cb = (qpic_t *)COM_LoadHunkFile ("gfx/menu/conback.lmp");	
	if (!cb)
		Sys_Error ("Couldn't load gfx/menu/conback.lmp");
	SwapPic (cb);

/*	sprintf (ver, "%4.2f", VERSION);
	dest = cb->data + 320 + 320*186 - 11 - 8*strlen(ver);
	for (x=0 ; x<strlen(ver) ; x++)
		Draw_CharToConback (ver[x], dest+(x<<3));*/

#if 0
	conback->width = vid.conwidth;
	conback->height = vid.conheight;

	// scale console to vid size
	dest = ncdata = Hunk_AllocName(vid.conwidth * vid.conheight, "conback");

	for (y=0 ; y<vid.conheight ; y++, dest += vid.conwidth)
	{
		src = cb->data + cb->width * (y*cb->height/vid.conheight);
		if (vid.conwidth == cb->width)
			memcpy (dest, src, vid.conwidth);
		else
		{
			f = 0;
			fstep = cb->width*0x10000/vid.conwidth;
			for (x=0 ; x<vid.conwidth ; x+=4)
			{
				dest[x] = src[f>>16];
				f += fstep;
				dest[x+1] = src[f>>16];
				f += fstep;
				dest[x+2] = src[f>>16];
				f += fstep;
				dest[x+3] = src[f>>16];
				f += fstep;
			}
		}
	}
#else
	conback->width = cb->width;
	conback->height = cb->height;
	ncdata = cb->data;
#endif
	
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	gl = (glpic_t *)conback->data;
	gl->texnum = GL_LoadTexture ("conback", conback->width, conback->height, ncdata, false, false, 0);
	gl->sl = 0;
	gl->sh = 1;
	gl->tl = 0;
	gl->th = 1;
	conback->width = vid.conwidth;
	conback->height = vid.conheight;

	// free loaded console
	Hunk_FreeToLowMark (start);

	// save a texture slot for translated picture
	translate_texture[0] = texture_extension_number++;
	translate_texture[1] = texture_extension_number++;
	translate_texture[2] = texture_extension_number++;
	translate_texture[3] = texture_extension_number++;
	translate_texture[4] = texture_extension_number++;
	translate_texture[5] = texture_extension_number++;//mg-siege

	// save slots for scraps
	scrap_texnum = texture_extension_number;
	texture_extension_number += MAX_SCRAPS;

	//
	// get the other pics we need
	//
	for(i=MAX_DISC-1;i>=0;i--)
	{
		sprintf(temp,"gfx/menu/skull%d.lmp",i);
		draw_disc[i] = Draw_PicFromFile (temp);
	}
//	draw_disc = Draw_PicFromWad ("disc");
//	draw_backtile = Draw_PicFromWad ("backtile");
	draw_backtile = Draw_PicFromFile ("gfx/menu/backtile.lmp");
}



/*
================
Draw_Character

Draws one 8*8 graphics character with 0 being transparent.
It can be clipped to the top of the screen to allow the console to be
smoothly scrolled off.
================
*/
void Draw_Character (int x, int y, unsigned int num)
{
	byte			*dest;
	byte			*source;
	unsigned short	*pusdest;
	int				drawline;	
	int				row, col;
	float			frow, fcol, xsize,ysize;

	if (num == 32)
		return;		// space

	num &= 511;
	
	if (y <= -8)
		return;			// totally off screen

	row = num>>5;
	col = num&31;

	xsize = 0.03125;
	ysize = 0.0625;
	fcol = col*xsize;
	frow = row*ysize;

	GL_Bind (char_texture);

	glBegin (GL_QUADS);
	glTexCoord2f (fcol, frow);
	glVertex2f (x, y);
	glTexCoord2f (fcol + xsize, frow);
	glVertex2f (x+8, y);
	glTexCoord2f (fcol + xsize, frow + ysize);
	glVertex2f (x+8, y+8);
	glTexCoord2f (fcol, frow + ysize);
	glVertex2f (x, y+8);
	glEnd ();
}

/*
================
Draw_String
================
*/
void Draw_String (int x, int y, char *str)
{
	while (*str)
	{
		Draw_Character (x, y, *str);
		str++;
		x += 8;
	}
}

void Draw_RedString (int x, int y, char *str)
{
	while (*str)
	{
		Draw_Character (x, y, ((unsigned char)(*str))+256);
		str++;
		x += 8;
	}
}

void Draw_Red_String (int x, int y, char *str)
{
	while (*str)
	{
		Draw_Character (x, y, *str+128);
		str++;
		x += 8;
	}
}

void Draw_Crosshair(void)
{
	extern cvar_t crosshair, cl_crossx, cl_crossy;
	int x, y;
	extern vrect_t		scr_vrect;

	if (crosshair.value == 2) {
		x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx.value; 
		y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy.value;
		GL_Bind (cs_texture);

		glBegin (GL_QUADS);
		glTexCoord2f (0, 0);
		glVertex2f (x - 4, y - 4);
		glTexCoord2f (1, 0);
		glVertex2f (x+12, y-4);
		glTexCoord2f (1, 1);
		glVertex2f (x+12, y+12);
		glTexCoord2f (0, 1);
		glVertex2f (x - 4, y+12);
		glEnd ();
	} else if (crosshair.value)
		Draw_Character (scr_vrect.x + scr_vrect.width/2-4 + cl_crossx.value, 
			scr_vrect.y + scr_vrect.height/2-4 + cl_crossy.value, 
			'+');
}


//==========================================================================
//
// Draw_SmallCharacter
//
// Draws a small character that is clipped at the bottom edge of the
// screen.
//
//==========================================================================
void Draw_SmallCharacter (int x, int y, int num)
{
	byte			*dest;
	byte			*source;
	unsigned short	*pusdest;
	int				drawline;
	int				row, col;
	float			frow, fcol, xsize,ysize;

	if(num < 32)
	{
		num = 0;
	}
	else if(num >= 'a' && num <= 'z')
	{
		num -= 64;
	}
	else if(num > '_')
	{
		num = 0;
	}
	else
	{
		num -= 32;
	}

	if (num == 0) return;

	if (y <= -8)
		return; 		// totally off screen

	if(y >= vid.height)
	{ // Totally off screen
		return;
	}

	row = num>>4;
	col = num&15;

	xsize = 0.0625;
	ysize = 0.25;
	fcol = col*xsize;
	frow = row*ysize;

	GL_Bind (char_smalltexture);

	glBegin (GL_QUADS);
	glTexCoord2f (fcol, frow);
	glVertex2f (x, y);
	glTexCoord2f (fcol + xsize, frow);
	glVertex2f (x+8, y);
	glTexCoord2f (fcol + xsize, frow + ysize);
	glVertex2f (x+8, y+8);
	glTexCoord2f (fcol, frow + ysize);
	glVertex2f (x, y+8);
	glEnd ();
}

//==========================================================================
//
// Draw_SmallString
//
//==========================================================================
void Draw_SmallString(int x, int y, char *str)
{
	while (*str)
	{
		Draw_SmallCharacter (x, y, *str);
		str++;
		x += 6;
	}
}

/*
================
Draw_DebugChar

Draws a single character directly to the upper right corner of the screen.
This is for debugging lockups by drawing different chars in different parts
of the code.
================
*/
void Draw_DebugChar (char num)
{
}

/*
=============
Draw_Pic
=============
*/
void Draw_Pic (int x, int y, qpic_t *pic)
{
	byte			*dest, *source;
	unsigned short	*pusdest;
	int				v, u;
	glpic_t			*gl;

	if (scrap_dirty)
		Scrap_Upload ();
	gl = (glpic_t *)pic->data;
	glColor4f (1,1,1,1);
	GL_Bind (gl->texnum);
	glBegin (GL_QUADS);

	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);

	glTexCoord2f (gl->sl, gl->tl);
	glVertex2f (x, y);
	glTexCoord2f (gl->sh, gl->tl);
	glVertex2f (x+pic->width, y);
	glTexCoord2f (gl->sh, gl->th);
	glVertex2f (x+pic->width, y+pic->height);
	glTexCoord2f (gl->sl, gl->th);
	glVertex2f (x, y+pic->height);
	glEnd ();

	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}

/*
=============
Draw_AlphaPic
=============
*/
void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha)
{
	byte			*dest, *source;
	unsigned short	*pusdest;
	int				v, u;
	glpic_t			*gl;

	if (scrap_dirty)
		Scrap_Upload ();
	gl = (glpic_t *)pic->data;
	glDisable(GL_ALPHA_TEST);
	glEnable (GL_BLEND);
//	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glCullFace(GL_FRONT);
	glColor4f (1,1,1,alpha);
	GL_Bind (gl->texnum);
	glBegin (GL_QUADS);
	glTexCoord2f (gl->sl, gl->tl);
	glVertex2f (x, y);
	glTexCoord2f (gl->sh, gl->tl);
	glVertex2f (x+pic->width, y);
	glTexCoord2f (gl->sh, gl->th);
	glVertex2f (x+pic->width, y+pic->height);
	glTexCoord2f (gl->sl, gl->th);
	glVertex2f (x, y+pic->height);
	glEnd ();
	glColor4f (1,1,1,1);
	glEnable(GL_ALPHA_TEST);
	glDisable (GL_BLEND);
}

void Draw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height)
{
	byte			*dest, *source;
	unsigned short	*pusdest;
	int				v, u;
	glpic_t			*gl;
	float newsl, newtl, newsh, newth;
	float oldglwidth, oldglheight;

	if (scrap_dirty)
		Scrap_Upload ();
	gl = (glpic_t *)pic->data;
	
	oldglwidth = gl->sh - gl->sl;
	oldglheight = gl->th - gl->tl;

	newsl = gl->sl + (srcx*oldglwidth)/pic->width;
	newsh = newsl + (width*oldglwidth)/pic->width;

	newtl = gl->tl + (srcy*oldglheight)/pic->height;
	newth = newtl + (height*oldglheight)/pic->height;
	
	glColor4f (1,1,1,1);
	GL_Bind (gl->texnum);
	glBegin (GL_QUADS);
	glTexCoord2f (newsl, newtl);
	glVertex2f (x, y);
	glTexCoord2f (newsh, newtl);
	glVertex2f (x+width, y);
	glTexCoord2f (newsh, newth);
	glVertex2f (x+width, y+height);
	glTexCoord2f (newsl, newth);
	glVertex2f (x, y+height);
	glEnd ();
}

void Draw_PicCropped(int x, int y, qpic_t *pic)
{
	int height;
	glpic_t 		*gl;
	float th,tl;

	if((x < 0) || (x+pic->width > vid.width))
	{
		Sys_Error("Draw_PicCropped: bad coordinates");
	}

	if (y >= (int)vid.height || y+pic->height < 0)
	{ // Totally off screen
		return;
	}

	if (scrap_dirty)
		Scrap_Upload ();
	gl = (glpic_t *)pic->data;

	// rjr tl/th need to be computed based upon pic->tl and pic->th
	//     cuz the piece may come from the scrap
	if(y+pic->height > vid.height)
	{
		height = vid.height-y;
		tl = 0;
		th = (height-0.01)/pic->height;
	}
	else if (y < 0)
	{
		height = pic->height+y;
		y = -y;
		tl = (y-0.01)/pic->height;
		th = (pic->height-0.01)/pic->height;
		y = 0;
	}
	else
	{
		height = pic->height;
		tl = gl->tl;
		th = gl->th;//(height-0.01)/pic->height;
	}


	glColor4f (1,1,1,1);
	GL_Bind (gl->texnum);
	glBegin (GL_QUADS);
	glTexCoord2f (gl->sl, tl);
	glVertex2f (x, y);
	glTexCoord2f (gl->sh, tl);
	glVertex2f (x+pic->width, y);
	glTexCoord2f (gl->sh, th);
	glVertex2f (x+pic->width, y+height);
	glTexCoord2f (gl->sl, th);
	glVertex2f (x, y+height);
	glEnd ();
}

void Draw_SubPicCropped(int x, int y, int h, qpic_t *pic)
{
	int height;
	glpic_t 		*gl;
	float th,tl;

	if((x < 0) || (x+pic->width > vid.width))
	{
		Sys_Error("Draw_PicCropped: bad coordinates");
	}

	if (y >= (int)vid.height || y+h < 0)
	{ // Totally off screen
		return;
	}

	if (scrap_dirty)
		Scrap_Upload ();
	gl = (glpic_t *)pic->data;

	// rjr tl/th need to be computed based upon pic->tl and pic->th
	//     cuz the piece may come from the scrap
	if(y+pic->height > vid.height)
	{
		height = vid.height-y;
		tl = 0;
		th = (height-0.01)/pic->height;
	}
	else if (y < 0)
	{
		height = pic->height+y;
		y = -y;
		tl = (y-0.01)/pic->height;
		th = (pic->height-0.01)/pic->height;
		y = 0;
	}
	else
	{
		height = pic->height;
		tl = gl->tl;
		th = gl->th;//(height-0.01)/pic->height;
	}

	if (height > h) 
	{
		height = h;
	}

	glColor4f (1,1,1,1);
	GL_Bind (gl->texnum);
	glBegin (GL_QUADS);
	glTexCoord2f (gl->sl, tl);
	glVertex2f (x, y);
	glTexCoord2f (gl->sh, tl);
	glVertex2f (x+pic->width, y);
	glTexCoord2f (gl->sh, th);
	glVertex2f (x+pic->width, y+height);
	glTexCoord2f (gl->sl, th);
	glVertex2f (x, y+height);
	glEnd ();
}

/*
=============
Draw_TransPic
=============
*/
void Draw_TransPic (int x, int y, qpic_t *pic)
{
//	byte	*dest, *source, tbyte;
//	unsigned short	*pusdest;
//	int				v, u;

	if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 ||
		 (unsigned)(y + pic->height) > vid.height)
	{
		Sys_Error ("Draw_TransPic: bad coordinates");
	}
		
	Draw_Pic (x, y, pic);
}

void Draw_TransPicCropped(int x, int y, qpic_t *pic)
{
	Draw_PicCropped (x, y, pic);
}

/*
=============
Draw_TransPicTranslate

Only used for the player color selection menu
=============
*/
void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
{
	int				v, u, c;
	unsigned		trans[PLAYER_DEST_WIDTH * PLAYER_DEST_HEIGHT], *dest;
	byte			*src;
	int				p;

	extern int which_class;

	GL_Bind (translate_texture[which_class-1]);

	c = pic->width * pic->height;

	dest = trans;
	for (v=0 ; v<64 ; v++, dest += 64)
	{
		src = &menuplyr_pixels[which_class-1][ ((v*pic->height)>>6) *pic->width];
		for (u=0 ; u<64 ; u++)
		{
			p = src[(u*pic->width)>>6];
			if (p == 255)
				dest[u] = p;
			else
				dest[u] =  d_8to24table[translation[p]];
		}
	}

#if 0
	{
	  int i;

	  for( i = 0; i < 64 * 64; i++ )
	    {
	      trans[i] = d_8to24table[translation[menuplyr_pixels[i]]];
	    }
	}
#endif

	{
	  int x, y;

	  for( x = 0; x < PLAYER_PIC_WIDTH; x++ )
	    for( y = 0; y < PLAYER_PIC_HEIGHT; y++ )
	      {
		trans[y * PLAYER_DEST_WIDTH + x] = d_8to24table[translation[menuplyr_pixels[which_class-1][y * PLAYER_PIC_WIDTH + x]]];
	      }
	}

	glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, PLAYER_DEST_WIDTH, PLAYER_DEST_HEIGHT,
		      0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
//	glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);

	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	glColor3f (1,1,1);
	glBegin (GL_QUADS);
	glTexCoord2f (0, 0);
	glVertex2f (x, y);
	glTexCoord2f (( float )PLAYER_PIC_WIDTH / PLAYER_DEST_WIDTH, 0);
	glVertex2f (x+pic->width, y);
	glTexCoord2f (( float )PLAYER_PIC_WIDTH / PLAYER_DEST_WIDTH, ( float )PLAYER_PIC_HEIGHT / PLAYER_DEST_HEIGHT);
	glVertex2f (x+pic->width, y+pic->height);
	glTexCoord2f (0, ( float )PLAYER_PIC_HEIGHT / PLAYER_DEST_HEIGHT);
	glVertex2f (x, y+pic->height);
	glEnd ();
}

int M_DrawBigCharacter (int x, int y, int num, int numNext)
{
	byte			*dest;
	byte			*source;
	unsigned short	*pusdest;
	int				drawline;
	int				row, col;
	float			frow, fcol, xsize,ysize;
	int				add;

	if (num == ' ') return 32;

	if (num == '/') num = 26;
	else num -= 65;

	if (num < 0 || num >= 27)  // only a-z and /
		return 0;

	if (numNext == '/') numNext = 26;
	else numNext -= 65;

	row = num/8;
	col = num%8;

	xsize = 0.125;
	ysize = 0.25;
	fcol = col*xsize;
	frow = row*ysize;

	GL_Bind (char_menufonttexture);

	glBegin (GL_QUADS);
	glTexCoord2f (fcol, frow);
	glVertex2f (x, y);
	glTexCoord2f (fcol + xsize, frow);
	glVertex2f (x+20, y);
	glTexCoord2f (fcol + xsize, frow + ysize);
	glVertex2f (x+20, y+20);
	glTexCoord2f (fcol, frow + ysize);
	glVertex2f (x, y+20);
	glEnd ();

	if (numNext < 0 || numNext >= 27) return 0;

	add = 0;
	if (num == (int)'C'-65 && numNext == (int)'P'-65)
		add = 3;

	return BigCharWidth[num][numNext] + add;
}


/*
================
Draw_ConsoleBackground

================
*/
void Draw_ConsoleBackground (int lines)
{
	char ver[80];
	int x, i;
	int y;
	int full;

	y = (vid.height * 3) >> 2;
	if (lines > y)
		Draw_Pic(0, lines-vid.height, conback);
	else
		Draw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y);

	// hack the version number directly into the pic
//	y = lines-186;
	y = lines-14;
	if (!cls.download)
	{
		sprintf (ver, "GL HexenWorld %4.2f", VERSION); // JACK: ZOID! Passing
													   // parms?!
		x = vid.conwidth - (strlen(ver)*8 + 11) - (vid.conwidth*8/320)*7;
		x = vid.conwidth - (strlen(ver)*8 + 11);
		for (i=0 ; i<strlen(ver) ; i++)
			Draw_Character (x + i * 8, y, ver[i] | 0x100);
	}
}


/*
=============
Draw_TileClear

This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void Draw_TileClear (int x, int y, int w, int h)
{
	glColor3f (1,1,1);
	GL_Bind (*(int *)draw_backtile->data);
	glBegin (GL_QUADS);
	glTexCoord2f (x/64.0, y/64.0);
	glVertex2f (x, y);
	glTexCoord2f ( (x+w)/64.0, y/64.0);
	glVertex2f (x+w, y);
	glTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
	glVertex2f (x+w, y+h);
	glTexCoord2f ( x/64.0, (y+h)/64.0 );
	glVertex2f (x, y+h);
	glEnd ();
}


/*
=============
Draw_Fill

Fills a box of pixels with a single color
=============
*/
void Draw_Fill (int x, int y, int w, int h, int c)
{
	glDisable (GL_TEXTURE_2D);
	glColor3f (host_basepal[c*3]/255.0,
		host_basepal[c*3+1]/255.0,
		host_basepal[c*3+2]/255.0);

	glBegin (GL_QUADS);

	glVertex2f (x,y);
	glVertex2f (x+w, y);
	glVertex2f (x+w, y+h);
	glVertex2f (x, y+h);

	glEnd ();
	glColor3f (1,1,1);
	glEnable (GL_TEXTURE_2D);
}
//=============================================================================

/*
================
Draw_FadeScreen

================
*/
void Draw_FadeScreen (void)
{
	int bx,by,ex,ey;
	int c;
	glAlphaFunc(GL_ALWAYS, 0);

	glEnable (GL_BLEND);
	glDisable (GL_TEXTURE_2D);

//	glColor4f (248.0/255.0, 220.0/255.0, 120.0/255.0, 0.2);
	glColor4f (208.0/255.0, 180.0/255.0, 80.0/255.0, 0.2);
	glBegin (GL_QUADS);

	glVertex2f (0,0);
	glVertex2f (vid.width, 0);
	glVertex2f (vid.width, vid.height);
	glVertex2f (0, vid.height);
	glEnd ();

	glColor4f (208.0/255.0, 180.0/255.0, 80.0/255.0, 0.035);
	for(c=0;c<40;c++)
	{
		bx = rand() % vid.width-20;
		by = rand() % vid.height-20;
		ex = bx + (rand() % 40) + 20;
		ey = by + (rand() % 40) + 20;
		if (bx < 0) bx = 0;
		if (by < 0) by = 0;
		if (ex > vid.width) ex = vid.width;
		if (ey > vid.height) ey = vid.height;

		glBegin (GL_QUADS);
		glVertex2f (bx,by);
		glVertex2f (ex, by);
		glVertex2f (ex, ey);
		glVertex2f (bx, ey);
		glEnd ();
	}

	glColor4f (1,1,1,1);
	glEnable (GL_TEXTURE_2D);
	glDisable (GL_BLEND);

	glAlphaFunc(GL_GREATER, 0.666);

	SB_Changed();
}

//=============================================================================

/*
================
Draw_BeginDisc

Draws the little blue disc in the corner of the screen.
Call before beginning any disc IO.
================
*/
void Draw_BeginDisc (void)
{
	static int index = 0;

	if (!draw_disc[index]) 
	{
		return;
	}

	index++;
	if (index >= MAX_DISC) index = 0;

	glDrawBuffer  (GL_FRONT);

	Draw_Pic (vid.width - 28, 4, draw_disc[index]);

	glDrawBuffer  (GL_BACK);
}


/*
================
Draw_EndDisc

Erases the disc icon.
Call after completing any disc IO
================
*/
void Draw_EndDisc (void)
{
}

/*
================
GL_Set2D

Setup as if the screen was 320*200
================
*/
void GL_Set2D (void)
{
	glViewport (glx, gly, glwidth, glheight);

	glMatrixMode(GL_PROJECTION);
    glLoadIdentity ();
	glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);

	glMatrixMode(GL_MODELVIEW);
    glLoadIdentity ();

	glDisable (GL_DEPTH_TEST);
	glDisable (GL_CULL_FACE);
	glDisable (GL_BLEND);
	glEnable (GL_ALPHA_TEST);
//	glDisable (GL_ALPHA_TEST);

	glColor4f (1,1,1,1);
}

//====================================================================

/*
================
GL_FindTexture
================
*/
int GL_FindTexture (char *identifier)
{
	int		i;
	gltexture_t	*glt;

	for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
	{
		if (!strcmp (identifier, glt->identifier))
			return gltextures[i].texnum;
	}

	return -1;
}

/*
================
GL_ResampleTexture
================
*/
void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out,  int outwidth, int outheight)
{
	int		i, j;
	unsigned	*inrow;
	unsigned	frac, fracstep;

	fracstep = inwidth*0x10000/outwidth;
	for (i=0 ; i<outheight ; i++, out += outwidth)
	{
		inrow = in + inwidth*(i*inheight/outheight);
		frac = fracstep >> 1;
		for (j=0 ; j<outwidth ; j+=4)
		{
			out[j] = inrow[frac>>16];
			frac += fracstep;
			out[j+1] = inrow[frac>>16];
			frac += fracstep;
			out[j+2] = inrow[frac>>16];
			frac += fracstep;
			out[j+3] = inrow[frac>>16];
			frac += fracstep;
		}
	}
}

/*
================
GL_Resample8BitTexture -- JACK
================
*/
void GL_Resample8BitTexture (unsigned char *in, int inwidth, int inheight, unsigned char *out,  int outwidth, int outheight)
{
	int		i, j;
	unsigned	char *inrow;
	unsigned	frac, fracstep;

	fracstep = inwidth*0x10000/outwidth;
	for (i=0 ; i<outheight ; i++, out += outwidth)
	{
		inrow = in + inwidth*(i*inheight/outheight);
		frac = fracstep >> 1;
		for (j=0 ; j<outwidth ; j+=4)
		{
			out[j] = inrow[frac>>16];
			frac += fracstep;
			out[j+1] = inrow[frac>>16];
			frac += fracstep;
			out[j+2] = inrow[frac>>16];
			frac += fracstep;
			out[j+3] = inrow[frac>>16];
			frac += fracstep;
		}
	}
}

/*
================
GL_MipMap

Operates in place, quartering the size of the texture
================
*/
void GL_MipMap (byte *in, int width, int height)
{
	int		i, j;
	byte	*out;

	width <<=2;
	height >>= 1;
	out = in;
	for (i=0 ; i<height ; i++, in+=width)
	{
		for (j=0 ; j<width ; j+=8, out+=4, in+=8)
		{
			out[0] = (in[0] + in[4] + in[width+0] + in[width+4])>>2;
			out[1] = (in[1] + in[5] + in[width+1] + in[width+5])>>2;
			out[2] = (in[2] + in[6] + in[width+2] + in[width+6])>>2;
			out[3] = (in[3] + in[7] + in[width+3] + in[width+7])>>2;
		}
	}
}

/*
================
GL_MipMap8Bit

Mipping for 8 bit textures
================
*/
void GL_MipMap8Bit (byte *in, int width, int height)
{
	int		i, j;
	unsigned short     r,g,b;
	byte	*out, *at1, *at2, *at3, *at4;

//	width <<=2;
	height >>= 1;
	out = in;
	for (i=0 ; i<height ; i++, in+=width)
//	{
		for (j=0 ; j<width ; j+=2, out+=1, in+=2)
		{
			at1 = (char *) &d_8to24table[in[0]];
			at2 = (char *) &d_8to24table[in[1]];
			at3 = (char *) &d_8to24table[in[width+0]];
			at4 = (char *) &d_8to24table[in[width+1]];

 			r = (at1[0]+at2[0]+at3[0]+at4[0]); r>>=5;
 			g = (at1[1]+at2[1]+at3[1]+at4[1]); g>>=5;
 			b = (at1[2]+at2[2]+at3[2]+at4[2]); b>>=5;

			out[0] = d_15to8table[(r<<0) + (g<<5) + (b<<10)];
//			out[0] = (in[0] + in[1] + in[width+0] + in[width+1])>>2;
//			out[1] = (in[1] + in[5] + in[width+1] + in[width+5])>>2;
//			out[2] = (in[2] + in[6] + in[width+2] + in[width+6])>>2;
//			out[3] = (in[3] + in[7] + in[width+3] + in[width+7])>>2;
		}
//	}
}

/*
===============
GL_Upload32
===============
*/
void GL_Upload32 (unsigned *data, int width, int height,  qboolean mipmap, qboolean alpha, qboolean sprite)
{
	int			samples;
static	unsigned	scaled[1024*512];	// [512*256];
	int			scaled_width, scaled_height;

	for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
		;
	for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
		;

	if (sprite)
	{
		scaled_width >>= (int)gl_spritemip.value;
		scaled_height >>= (int)gl_spritemip.value;
	}
	else
	{
		scaled_width >>= (int)gl_picmip.value;
		scaled_height >>= (int)gl_picmip.value;
	}
	if (scaled_width < 1)
	{
		scaled_width = 1;
	}
	if (scaled_height < 1)
	{
		scaled_height = 1;
	}

	if (scaled_width > gl_max_size.value)
		scaled_width = gl_max_size.value;
	if (scaled_height > gl_max_size.value)
		scaled_height = gl_max_size.value;

	// 3dfx has some aspect ratio constraints. . . can't go beyond 8 to 1 or below 1 to 8.
	if( is_3dfx )
	{
		if( scaled_width * 8 < scaled_height )
		{
			scaled_width = scaled_height >> 3;
		}
		else if( scaled_height * 8 < scaled_width )
		{
			scaled_height = scaled_width >> 3;
		}
	}

	if (scaled_width * scaled_height > sizeof(scaled)/4)
		Sys_Error ("GL_LoadTexture: too big");

	samples = alpha ? gl_alpha_format : gl_solid_format;

#if 0
	if (mipmap)
		gluBuild2DMipmaps (GL_TEXTURE_2D, samples, width, height, GL_RGBA, GL_UNSIGNED_BYTE, trans);
	else if (scaled_width == width && scaled_height == height)
		glTexImage2D (GL_TEXTURE_2D, 0, samples, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
	else
	{
		gluScaleImage (GL_RGBA, width, height, GL_UNSIGNED_BYTE, trans,
			scaled_width, scaled_height, GL_UNSIGNED_BYTE, scaled);
		glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
	}
#else
texels += scaled_width * scaled_height;

	if (scaled_width == width && scaled_height == height)
	{
		if (!mipmap)
		{
			glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
			goto done;
		}
		memcpy (scaled, data, width*height*4);
	}
	else
		GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height);

	glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
	if (mipmap)
	{
		int		miplevel;

		miplevel = 0;
		while (scaled_width > 1 || scaled_height > 1)
		{
			GL_MipMap ((byte *)scaled, scaled_width, scaled_height);
			scaled_width >>= 1;
			scaled_height >>= 1;
			if (scaled_width < 1)
				scaled_width = 1;
			if (scaled_height < 1)
				scaled_height = 1;
			miplevel++;
			glTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
		}
	}
done: ;
#endif


	if (mipmap)
	{
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
	else
	{
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
}

void GL_Upload8_EXT (byte *data, int width, int height,  qboolean mipmap, qboolean alpha, qboolean sprite) 
{
	int			i, s;
	qboolean	noalpha;
	int			p;
	static unsigned j;
	int			samples;
    static	unsigned char scaled[1024*512];	// [512*256];
	int			scaled_width, scaled_height;

	s = width*height;
	// if there are no transparent pixels, make it a 3 component
	// texture even if it was specified as otherwise
	if (alpha)
	{
		noalpha = true;
		for (i=0 ; i<s ; i++)
		{
			if (data[i] == 255)
				noalpha = false;
		}

		if (alpha && noalpha)
			alpha = false;
	}
	for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
		;
	for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
		;

	if (sprite)
	{
		scaled_width >>= (int)gl_spritemip.value;
		scaled_height >>= (int)gl_spritemip.value;
	}
	else
	{
		scaled_width >>= (int)gl_picmip.value;
		scaled_height >>= (int)gl_picmip.value;
	}
	if (scaled_width < 1)
	{
		scaled_width = 1;
	}
	if (scaled_height < 1)
	{
		scaled_height = 1;
	}

	if (scaled_width > gl_max_size.value)
		scaled_width = gl_max_size.value;
	if (scaled_height > gl_max_size.value)
		scaled_height = gl_max_size.value;

	// 3dfx has some aspect ratio constraints. . . can't go beyond 8 to 1 or below 1 to 8.
	if( is_3dfx )
	{
		if( scaled_width * 8 < scaled_height )
		{
			scaled_width = scaled_height >> 3;
		}
		else if( scaled_height * 8 < scaled_width )
		{
			scaled_height = scaled_width >> 3;
		}
	}

	if (scaled_width * scaled_height > sizeof(scaled))
		Sys_Error ("GL_LoadTexture: too big");

	samples = 1; // alpha ? gl_alpha_format : gl_solid_format;

	texels += scaled_width * scaled_height;

	if (scaled_width == width && scaled_height == height)
	{
		if (!mipmap)
		{
			glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX , GL_UNSIGNED_BYTE, data);
			goto done;
		}
		memcpy (scaled, data, width*height);
	}
	else
		GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height);

	glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
	if (mipmap)
	{
		int		miplevel;

		miplevel = 0;
		while (scaled_width > 1 || scaled_height > 1)
		{
			GL_MipMap8Bit ((byte *)scaled, scaled_width, scaled_height);
			scaled_width >>= 1;
			scaled_height >>= 1;
			if (scaled_width < 1)
				scaled_width = 1;
			if (scaled_height < 1)
				scaled_height = 1;
			miplevel++;
			glTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
		}
	}
done: ;

	if (mipmap)
	{
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
	else
	{
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
}

extern qboolean VID_Is8bit();

/*
===============
GL_Upload8
===============
*/
void GL_Upload8 (byte *data, int width, int height,  qboolean mipmap, qboolean alpha, int mode)
{
static	unsigned	trans[640*480];		// FIXME, temporary
	int				i, s;
	qboolean		noalpha;
	int				p;
	static unsigned j;
	qboolean		sprite = false;

	if (mode >= 10)
	{
		sprite = true;
		mode -= 10;
	}

	s = width*height;
	// if there are no transparent pixels, make it a 3 component
	// texture even if it was specified as otherwise
	if ((alpha || mode != 0))
	{
		noalpha = true;
		for (i=0 ; i<s ; i++)
		{
			p = data[i];
			if (p == 255)
				noalpha = false;
			trans[i] = d_8to24table[p];
		}


		for (i=0 ; i<s ; i++)
		{
			int n;
			int r = 0, g = 0, b = 0;

			p = data[i];
			if (p == 255)
			{
				unsigned long neighbors[9];
				int num_neighbors_valid = 0;
				int neighbor_u, neighbor_v;

				int u, v;
				u = s % width;
				v = s / width;

				for( neighbor_u = u - 1; neighbor_u <= u + 1; neighbor_u++ )
				{
					for( neighbor_v = v - 1; neighbor_v <= v + 1; neighbor_v++ )
					{
						if( neighbor_u == neighbor_v )
							continue;
						// Make sure  that we are accessing a texel in the image, not out of range.
						if( neighbor_u < 0 || neighbor_u > width || neighbor_v < 0 || neighbor_v > height )
							continue;
						if( data[neighbor_u + neighbor_v * width] == 255 )
							continue;
						neighbors[num_neighbors_valid++] = trans[neighbor_u + neighbor_v * width];
					}
				}

				if( num_neighbors_valid == 0 )
					continue;

				for( n = 0; n < num_neighbors_valid; n++ )
				{
					r += neighbors[n] & 0xff;
					g += ( neighbors[n] & 0xff00 ) >> 8;
					b += ( neighbors[n] & 0xff0000 ) >> 16;
				}

				r /= num_neighbors_valid;
				g /= num_neighbors_valid;
				b /= num_neighbors_valid;

				if( r > 255 )
					r = 255;
				if( g > 255 )
					g = 255;
				if( b > 255 )
					b = 255;

				trans[i] = ( b << 16  ) | ( g << 8 ) | r;
//				trans[i] = 0;
			}
		}


		if (alpha && noalpha)
			alpha = false;

		switch( mode )
		{
		case 1:
			alpha = true;
			for (i=0 ; i<s ; i++)
			{
				p = data[i];
				if (p == 0)
					trans[i] &= 0x00ffffff;
				else if( p & 1 )
				{
					trans[i] &= 0x00ffffff;
					trans[i] |= ( ( int )( 255 * r_wateralpha.value ) ) << 24;
				}
				else
				{
					trans[i] |= 0xff000000;
				}
			}
			break;
		case 2:
			alpha = true;
			for (i=0 ; i<s ; i++)
			{
				p = data[i];
				if (p == 0)
					trans[i] &= 0x00ffffff;
			}
			break;
		case 3:
			alpha = true;
			for (i=0 ; i<s ; i++)
			{
				p = data[i];
				trans[i] = d_8to24table[ColorIndex[p>>4]] & 0x00ffffff;
				trans[i] |= ( int )ColorPercent[p&15] << 24;
				//trans[i] = 0x7fff0000;
			}
			break;
		}
	}
	else
	{
		if (s&3)
			Sys_Error ("GL_Upload8: s&3");
		for (i=0 ; i<s ; i+=4)
		{
			trans[i] = d_8to24table[data[i]];
			trans[i+1] = d_8to24table[data[i+1]];
			trans[i+2] = d_8to24table[data[i+2]];
			trans[i+3] = d_8to24table[data[i+3]];
		}
	}

	if (VID_Is8bit() && !alpha && (data!=scrap_texels[0])) {
		GL_Upload8_EXT (data, width, height, mipmap, alpha, sprite);
		return;
	}

	GL_Upload32 (trans, width, height, mipmap, alpha, sprite);
}

/*
================
GL_LoadTexture
================
*/
int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int mode)
{
	qboolean	noalpha;
	int			i, p, s;
	gltexture_t	*glt;

	// see if the texture is allready present
	if (identifier[0])
	{
		for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
		{
			if (!strcmp (identifier, glt->identifier))
			{
				if (width != glt->width || height != glt->height)
					Sys_Error ("GL_LoadTexture: cache mismatch");
				return gltextures[i].texnum;
			}
		}
	}
	else
		glt = &gltextures[numgltextures];
	numgltextures++;

	strcpy (glt->identifier, identifier);
	glt->texnum = texture_extension_number;
	glt->width = width;
	glt->height = height;
	glt->mipmap = mipmap;

	GL_Bind(texture_extension_number );

	GL_Upload8 (data, width, height, mipmap, alpha, mode);

	texture_extension_number++;

	return texture_extension_number-1;
}

/*
================
GL_LoadPicTexture
================
*/
int GL_LoadPicTexture (qpic_t *pic)
{
	return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true, 0);
}

/****************************************/

static GLenum oldtarget = TEXTURE0_SGIS;

void GL_SelectTexture (GLenum target) 
{
	if (!gl_mtexable)
		return;
	glSelectTextureSGIS(target);
	if (target == oldtarget) 
		return;
	cnttextures[oldtarget-TEXTURE0_SGIS] = currenttexture;
	currenttexture = cnttextures[target-TEXTURE0_SGIS];
	oldtarget = target;
}
