Index: trunk/VUT/work/TestCullingTerrain/TerrainContentGenerator.cpp
===================================================================
--- trunk/VUT/work/TestCullingTerrain/TerrainContentGenerator.cpp	(revision 87)
+++ trunk/VUT/work/TestCullingTerrain/TerrainContentGenerator.cpp	(revision 97)
@@ -1,4 +1,3 @@
 #include "TerrainContentGenerator.h"
-#include <windows.h>
 
 namespace Ogre {
Index: trunk/VUT/work/TestCullingTerrain/TestCullingTerrainApplication.cpp
===================================================================
--- trunk/VUT/work/TestCullingTerrain/TestCullingTerrainApplication.cpp	(revision 94)
+++ trunk/VUT/work/TestCullingTerrain/TestCullingTerrainApplication.cpp	(revision 97)
@@ -27,5 +27,4 @@
 	if(mTerrainContentGenerator)
 		delete mTerrainContentGenerator;
-	//if(mVisualizationCamera) delete mVisualizationCamera;
 }
 //-----------------------------------------------------------------------
@@ -83,13 +82,4 @@
     mSceneMgr->setSkyBox(true, "Examples/SpaceSkyBox", 5000, false);
 	//mSceneMgr->setSkyDome( true, "Examples/CloudySky", 5, 8, 500, false );
-
-	/*	// Define the required skyplane
-	Plane plane;
-	// 5000 world units from the camera
-	plane.d = 5000;
-	// Above the camera, facing down
-	plane.normal = -Vector3::UNIT_Y;
-	// Create the plane 10000 units wide, tile the texture 3 times
-    mSceneMgr->setSkyPlane(true, plane, "Examples/SpaceSkyPlane",10000,3);*/
 
 	std::string terrain_cfg("terrain.cfg");
Index: trunk/VUT/work/ogre_changes/RenderSystems/GL/include/OgreGLPrerequisites.h
===================================================================
--- trunk/VUT/work/ogre_changes/RenderSystems/GL/include/OgreGLPrerequisites.h	(revision 97)
+++ trunk/VUT/work/ogre_changes/RenderSystems/GL/include/OgreGLPrerequisites.h	(revision 97)
@@ -0,0 +1,301 @@
+/*
+-----------------------------------------------------------------------------
+This source file is part of OGRE
+    (Object-oriented Graphics Rendering Engine)
+For the latest info, see http://www.ogre3d.org/
+
+Copyright (c) 2000-2005 The OGRE Team
+Also see acknowledgements in Readme.html
+
+This program is free software; you can redistribute it and/or modify it under
+the terms of the GNU Lesser General Public License as published by the Free Software
+Foundation; either version 2 of the License, or (at your option) any later
+version.
+
+This program is distributed in the hope that it will be useful, but WITHOUT
+ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along with
+this program; if not, write to the Free Software Foundation, Inc., 59 Temple
+Place - Suite 330, Boston, MA 02111-1307, USA, or go to
+http://www.gnu.org/copyleft/lesser.txt.
+-----------------------------------------------------------------------------
+*/
+#ifndef __GLPrerequisites_H__
+#define __GLPrerequisites_H__
+
+#include "OgrePrerequisites.h"
+
+#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
+#if !defined( __MINGW32__ )
+#   define NOMINMAX // required to stop windows.h messing up std::min
+#endif
+#   include <windows.h>
+#   include <wingdi.h>
+#   include <GL/gl.h>
+#   define GL_GLEXT_PROTOTYPES
+#   include "glprocs.h"
+#   include <GL/glu.h>
+// Windows library does not include glSecondaryColorPointer even though it's standard now
+#   define glSecondaryColorPointer glSecondaryColorPointerEXT
+#elif OGRE_PLATFORM == OGRE_PLATFORM_LINUX
+// define GL_GLEXT_LEGACY so that Mesa headers won't try to include their own
+// glext.h file.
+#   define GL_GLEXT_LEGACY
+#   include <GL/gl.h>
+#   include <GL/glu.h>
+#   define GL_GLEXT_PROTOTYPES
+#elif OGRE_PLATFORM == OGRE_PLATFORM_APPLE
+#   define GL_GLEXT_PROTOTYPES
+#   ifndef APIENTRY
+#       define APIENTRY
+#   endif
+#   include <OpenGL/gl.h>
+#   include <OpenGL/glu.h>
+#endif
+#include "GL/glext.h"
+
+extern "C" {
+// Pointer to glActiveTextureARB function
+typedef void (APIENTRY *GL_ActiveTextureARB_Func)(GLenum);
+extern GL_ActiveTextureARB_Func glActiveTextureARB_ptr;
+
+// Pointer to glClientActiveTextureARB function
+typedef void (APIENTRY *GL_ClientActiveTextureARB_Func)(GLenum);
+extern GL_ClientActiveTextureARB_Func glClientActiveTextureARB_ptr;
+
+// Pointer to glSecondaryColorPointerEXT function
+typedef void (APIENTRY *GL_SecondaryColorPointerEXT_Func)(GLint, GLenum, GLsizei, const GLvoid*);
+extern GL_SecondaryColorPointerEXT_Func glSecondaryColorPointerEXT_ptr;
+
+// Pointer to glGenBuffersARB function
+typedef void (APIENTRY *GL_GenBuffersARB_Func)(GLsizei, GLuint*);
+extern GL_GenBuffersARB_Func glGenBuffersARB_ptr;
+
+// Pointer to glBindBufferARB function
+typedef void (APIENTRY *GL_BindBufferARB_Func)(GLenum, GLuint);
+extern GL_BindBufferARB_Func glBindBufferARB_ptr;
+
+// Pointer to glDeleteBuffersARB function
+typedef void (APIENTRY *GL_DeleteBuffersARB_Func)(GLsizei, const GLuint*);
+extern GL_DeleteBuffersARB_Func glDeleteBuffersARB_ptr;
+
+// Pointer to glMapBufferARB function
+typedef GLvoid* (APIENTRY *GL_MapBufferARB_Func)(GLenum, GLenum);
+extern GL_MapBufferARB_Func glMapBufferARB_ptr;
+
+// Pointer to glUnmapBufferARB function
+typedef GLboolean (APIENTRY *GL_UnmapBufferARB_Func)(GLenum);
+extern GL_UnmapBufferARB_Func glUnmapBufferARB_ptr;
+
+// Pointer to glBufferSubDataARB function
+typedef void (APIENTRY *GL_BufferSubDataARB_Func)(GLenum, GLintptrARB, GLsizeiptrARB, const GLvoid*);
+extern GL_BufferSubDataARB_Func glBufferSubDataARB_ptr;
+
+// Pointer to glBufferDataARB function
+typedef void (APIENTRY *GL_BufferDataARB_Func)(GLenum, GLsizeiptrARB, const GLvoid* , GLenum);
+extern GL_BufferDataARB_Func glBufferDataARB_ptr;
+
+// Pointer to glGetBufferSubDataARB function
+typedef void (APIENTRY *GL_GetBufferSubDataARB_Func)(GLenum, GLintptrARB, GLsizeiptrARB, GLvoid*);
+extern GL_GetBufferSubDataARB_Func glGetBufferSubDataARB_ptr;
+
+// Pointer to glGenProgramsARB function
+typedef void (APIENTRY *GL_GenProgramsARB_Func)(GLsizei, GLuint*);
+extern GL_GenProgramsARB_Func glGenProgramsARB_ptr;
+
+// Pointer to glDeleteProgramsARB function
+typedef void (APIENTRY *GL_DeleteProgramsARB_Func)(GLsizei, const GLuint*);
+extern GL_DeleteProgramsARB_Func glDeleteProgramsARB_ptr;
+
+// Pointer to glBindProgramARB function
+typedef void (APIENTRY *GL_BindProgramARB_Func)(GLenum, GLuint);
+extern GL_BindProgramARB_Func glBindProgramARB_ptr;
+
+// Pointer to glProgramStringARB function
+typedef void (APIENTRY *GL_ProgramStringARB_Func)(GLenum, GLenum, GLsizei, const GLvoid*);
+extern GL_ProgramStringARB_Func glProgramStringARB_ptr;
+
+// Pointer to glProgramLocalParameter4fvARB function
+typedef void (APIENTRY *GL_ProgramLocalParameter4fvARB_Func)(GLenum, GLuint, const GLfloat *);
+extern GL_ProgramLocalParameter4fvARB_Func glProgramLocalParameter4fvARB_ptr;
+
+// Pointer to glProgramParameter4fvNV function
+typedef void (APIENTRY *GL_ProgramParameter4fvNV_Func)(GLenum, GLuint, const GLfloat *);
+extern GL_ProgramParameter4fvNV_Func glProgramParameter4fvNV_ptr;
+
+// Pointer to glVertexAttribPointerARB function
+typedef void (APIENTRY *GL_VertexAttribPointerARB_Func) (GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *);
+extern GL_VertexAttribPointerARB_Func glVertexAttribPointerARB_ptr;
+// Pointer to glEnableVertexAttribArrayARB function
+typedef void (APIENTRY *GL_EnableVertexAttribArrayARB_Func) (GLuint);
+extern GL_EnableVertexAttribArrayARB_Func glEnableVertexAttribArrayARB_ptr;
+// Pointer to glDisableVertexAttribArrayARB function
+typedef void (APIENTRY *GL_DisableVertexAttribArrayARB_Func) (GLuint);
+extern GL_DisableVertexAttribArrayARB_Func glDisableVertexAttribArrayARB_ptr;
+
+
+
+// Pointer to glCombinerStageParameterfvNV function
+typedef void (APIENTRY *GL_CombinerStageParameterfvNV_Func)(GLenum, GLenum, const GLfloat *);
+extern GL_CombinerStageParameterfvNV_Func glCombinerStageParameterfvNV_ptr;
+
+// Pointer to glCombinerParameterfvNV function
+typedef void (APIENTRY *GL_CombinerParameterfvNV_Func)(GLenum, const GLfloat *);
+extern GL_CombinerParameterfvNV_Func glCombinerParameterfvNV_ptr;
+
+// Pointer to glCombinerParameteriNV function
+typedef void (APIENTRY *GL_CombinerParameteriNV_Func)(GLenum, GLint);
+extern GL_CombinerParameteriNV_Func glCombinerParameteriNV_ptr;
+
+// Pointer to glCombinerInputNV function
+typedef void (APIENTRY *GL_CombinerInputNV_Func)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum);
+extern GL_CombinerInputNV_Func glCombinerInputNV_ptr;
+
+// Pointer to glCombinerOutputNV function
+typedef void (APIENTRY *GL_CombinerOutputNV_Func)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLboolean, GLboolean, GLboolean);
+
+extern GL_CombinerOutputNV_Func glCombinerOutputNV_ptr;
+
+// Pointer to glFinalCombinerInputNV function
+typedef void (APIENTRY *GL_FinalCombinerInputNV_Func)(GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
+
+extern GL_FinalCombinerInputNV_Func glFinalCombinerInputNV_ptr;
+
+// Pointer to glGetProgramivARB function
+typedef void (APIENTRY *GL_GetProgramivARB_Func)(GLenum, GLenum, GLint *);
+extern GL_GetProgramivARB_Func glGetProgramivARB_ptr;
+
+// Pointer to glLoadProgramNV function
+typedef void (APIENTRY *GL_LoadProgramNV_Func)(GLenum, GLuint, GLsizei, const GLubyte *);
+extern GL_LoadProgramNV_Func glLoadProgramNV_ptr;
+
+// Pointer to glTrackMatrixNV function
+typedef void (APIENTRY *GL_TrackMatrixNV_Func)(GLenum, GLuint, GLenum, GLenum);
+extern GL_TrackMatrixNV_Func glTrackMatrixNV_ptr;
+
+// Pointer to glActiveStencilFaceEXT function
+typedef void (APIENTRY *GL_ActiveStencilFaceEXT_Func)(GLenum);
+extern GL_ActiveStencilFaceEXT_Func glActiveStencilFaceEXT_ptr;
+
+// Pointer to glGenOcclusionQueriesNV function
+typedef void (APIENTRY *GL_GenOcclusionQueriesNV_Func) (GLsizei n, GLuint *ids);
+extern GL_GenOcclusionQueriesNV_Func glGenOcclusionQueriesNV_ptr;
+
+// Pointer to glDeleteOcclusionQueriesNV function
+typedef void (APIENTRY *GL_DeleteOcclusionQueriesNV_Func) (GLsizei n, const GLuint *ids);
+extern GL_DeleteOcclusionQueriesNV_Func glDeleteOcclusionQueriesNV_ptr;
+
+// Pointer to glIsOcclusionQueryNV function
+typedef GLboolean (APIENTRY *GL_IsOcclusionQueryNV_Func) (GLuint id);
+extern GL_IsOcclusionQueryNV_Func glIsOcclusionQueryNV_ptr;
+
+// Pointer to glBeginOcclusionQueryNV function
+typedef void (APIENTRY *GL_BeginOcclusionQueryNV_Func) (GLuint id);
+extern GL_BeginOcclusionQueryNV_Func glBeginOcclusionQueryNV_ptr;
+
+// Pointer to glEndOcclusionQueryNV function
+typedef void (APIENTRY *GL_EndOcclusionQueryNV_Func) (void);
+extern GL_EndOcclusionQueryNV_Func glEndOcclusionQueryNV_ptr;
+
+// Pointer to glGetOcclusionQueryivNV function
+typedef void (APIENTRY *GL_GetOcclusionQueryivNV_Func) (GLuint id, GLenum pname, GLint *params);
+extern GL_GetOcclusionQueryivNV_Func glGetOcclusionQueryivNV_ptr;
+
+// Pointer to glGetOcclusionQueryuivNV function
+typedef void (APIENTRY *GL_GetOcclusionQueryuivNV_Func) (GLuint id, GLenum pname, GLuint *params);
+extern GL_GetOcclusionQueryuivNV_Func glGetOcclusionQueryuivNV_ptr;
+
+#ifdef GTP_VISIBILITY_MODIFIED_OGRE
+// Pointer to glGenQueriesARB function
+typedef void (APIENTRY *GL_GenQueriesARB_Func) (GLsizei n, GLuint *ids);
+extern GL_GenQueriesARB_Func glGenQueriesARB_ptr;
+
+// Pointer to glDeleteQueriesARB function
+typedef void (APIENTRY *GL_DeleteQueriesARB_Func) (GLsizei n, const GLuint *ids);
+extern GL_DeleteQueriesARB_Func glDeleteQueriesARB_ptr;
+
+// Pointer to glIsQueryARB function
+typedef GLboolean (APIENTRY *GL_IsQueryARB_Func) (GLuint id);
+extern GL_IsQueryARB_Func glIsQueryARB_ptr;
+
+// Pointer to glBeginQueryARB function
+typedef void (APIENTRY *GL_BeginQueryARB_Func) (GLenum target, GLuint id);
+extern GL_BeginQueryARB_Func glBeginQueryARB_ptr;
+
+// Pointer to glEndQueryARB function
+typedef void (APIENTRY *GL_EndQueryARB_Func) (GLenum target);
+extern GL_EndQueryARB_Func glEndQueryARB_ptr;
+
+// Pointer to glGetQueryivARB function
+typedef void (APIENTRY *GL_GetQueryivARB_Func) (GLuint id, GLenum pname, GLint *params);
+extern GL_GetQueryivARB_Func glGetQueryivARB_ptr;
+
+// Pointer to glGetQueryObjectivARB function
+typedef void (APIENTRY *GL_GetQueryObjectivARB_Func) (GLuint id, GLenum pname, GLint *params);
+extern GL_GetQueryObjectivARB_Func glGetQueryObjectivARB_ptr;
+
+// Pointer to glGetQueryObjectuivARB function
+typedef void (APIENTRY *GL_GetQueryObjectuivARB_Func) (GLuint id, GLenum pname, GLuint *params);
+extern GL_GetQueryObjectuivARB_Func glGetQueryObjectuivARB_ptr;
+
+#endif // GTP_VISIBILITY_MODIFIED_OGRE
+
+extern PFNGLCOMPRESSEDTEXIMAGE1DARBPROC glCompressedTexImage1DARB_ptr;
+extern PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glCompressedTexImage2DARB_ptr;
+extern PFNGLCOMPRESSEDTEXIMAGE3DARBPROC glCompressedTexImage3DARB_ptr;
+extern PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC glCompressedTexSubImage1DARB_ptr;
+extern PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC glCompressedTexSubImage2DARB_ptr;
+extern PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC glCompressedTexSubImage3DARB_ptr;
+extern PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glGetCompressedTexImageARB_ptr;
+
+};
+
+
+
+namespace Ogre {
+    // Forward declarations
+    class GLSupport;
+    class GLRenderSystem;
+    class GLTexture;
+    class GLTextureManager;
+    class GLGpuProgram;
+    class GLContext;
+}
+
+
+#ifdef  OGRE_DEBUG_MODE
+
+#ifndef GL_ERROR_EXCEPT
+
+#define OGRE_GL_GETERROR(ERROR_MSG) {const GLubyte *errString; \
+    GLenum errCode = glGetError(); \
+    if (errCode != GL_NO_ERROR) {  \
+    errString = gluErrorString (errCode);  \
+    LogManager::getSingleton().logMessage  ("[GL] :" + ERROR_MSG +  \
+    " : " + Ogre::String( (const char*) errString)); \
+        } \
+    }
+
+#else //GL_ERROR_EXCEPT
+
+#define OGRE_GL_GETERROR(ERROR_MSG) {const GLubyte *errString; \
+    GLenum errCode = glGetError(); \
+    if (errCode != GL_NO_ERROR) {  \
+    errString = gluErrorString (errCode);  \
+    OGRE_EXCEPT (Exception::ERR_INTERNAL_ERROR,  \
+    ERROR_MSG +  \
+    " : " + Ogre::String( (const char*) errString), String("")); \
+        } \
+    }
+
+#endif //GL_ERROR_EXCEPT
+
+#else //OGRE_DEBUG_MODE
+
+#define OGRE_GL_GETERROR()
+
+#endif //OGRE_DEBUG_MODE
+
+#endif
Index: trunk/VUT/work/ogre_changes/RenderSystems/GL/src/OgreGLHardwareOcclusionQuery.cpp
===================================================================
--- trunk/VUT/work/ogre_changes/RenderSystems/GL/src/OgreGLHardwareOcclusionQuery.cpp	(revision 88)
+++ trunk/VUT/work/ogre_changes/RenderSystems/GL/src/OgreGLHardwareOcclusionQuery.cpp	(revision 97)
@@ -50,5 +50,5 @@
 */
 
-
+#ifndef GTP_VISIBILITY_MODIFIED_OGRE
 /**
   * Default object constructor
@@ -95,5 +95,9 @@
 	if( m_bHWOcclusionSupport )	// Make it fail silently if hardware occlusion isn't supported
 	{
-		glBeginOcclusionQueryNV_ptr( m_uintQuery[0] );
+		if  ( m_SkipCounter ==  m_Skip ) { m_SkipCounter = 0; };		// Counter starts at 0 again at m_Skip 
+		if ( m_SkipCounter == 0 && m_uintPixelCount != 0 ) // New or none visable objects must allways be tested but visable objects can be skiped
+		{
+			glBeginOcclusionQueryNV_ptr( m_uintQuery[0] );
+		}
 	}
 }
@@ -103,40 +107,137 @@
 	if( m_bHWOcclusionSupport )	// Make it fail silently if hardware occlusion isn't supported
 	{
-		glEndOcclusionQueryNV_ptr();
-	}
-}
-
-bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int * NumOfFragments, const bool waitForResult) 
-{
-	unsigned int isAvailable = GL_TRUE;
-
-	if( m_bHWOcclusionSupport )	
-	{
-		if(!waitForResult)
-		{
-			glGetOcclusionQueryuivNV_ptr( m_uintQuery[0], GL_PIXEL_COUNT_AVAILABLE_NV, &isAvailable );
-		}
-
-		if(isAvailable == GL_TRUE)
-		{
-			glGetOcclusionQueryuivNV_ptr( m_uintQuery[0], GL_PIXEL_COUNT_NV, NumOfFragments );
-		}
+		if( m_SkipCounter == 0 && m_uintPixelCount != 0 ) // New or none visable objects must allways be tested but visable objects can be skiped
+		{
+			glEndOcclusionQueryNV_ptr();
+		}
+		m_SkipCounter++;
+	}
+}
+
+bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int * NumOfFragments) 
+{
+	if( m_bHWOcclusionSupport )	// Make it fail silently if hardware occlusion isn't supported
+	{
+		glGetOcclusionQueryuivNV_ptr( m_uintQuery[0], GL_PIXEL_COUNT_NV, NumOfFragments );
 	} 
 	else
 	{
-		// In case hardware occlusion isn't supported, every object is set visible.
-		*NumOfFragments = 100000;		
+		*NumOfFragments = 100000;		// Fails quitlly -> every object tested is visable.
 	}
 
 	m_uintPixelCount = *NumOfFragments; 
 
-	return isAvailable == GL_TRUE;	
-}
-
-//------------------------------------------------------------------
-// OpenGL doesn't use the flag, but to implement the abstract interface we need to include this function.
+	return true;
+}
+
+//------------------------------------------------------------------
+// OpenGL dosn't use the flag, but to fulfil the abstract interface we need to include this function.
 // Using this function in OpenGL mode simple works the same way as calling the other function without the flag parameter,
 // but in DX9 it works differentlly, see notes in the DX9 implementation.
 //--
+bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag  ) 
+{
+	if( m_bHWOcclusionSupport )	// Make it fail silently if hardware occlusion isn't supported
+	{
+		glGetOcclusionQueryuivNV_ptr( m_uintQuery[0], GL_PIXEL_COUNT_NV, NumOfFragments );
+	}
+	else
+	{
+		*NumOfFragments = 100000;		// Fails quitlly -> every object tested is visable.
+	}
+
+	m_uintPixelCount = *NumOfFragments; 
+	
+	return true;
+}
+
+#else // GTP_VISIBILITY_MODIFIED_OGRE
+
+//------------------------------------------------------------------
+GLHardwareOcclusionQuery::GLHardwareOcclusionQuery() 
+{ 
+	m_uintPixelCount = 0; 
+	m_SkipCounter = 0;
+
+	// Check for hardware occlusion support
+    // if( glDeleteOcclusionQueriesNV_ptr != 0 )	// This is a hack to see if hw occlusion is supported. pointer is 0 if it's not supported.
+	if( glDeleteQueriesARB_ptr != 0 )
+	{
+		m_bHWOcclusionSupport = true;
+	}
+	else
+	{
+		m_bHWOcclusionSupport = false;
+	}
+
+	if( m_bHWOcclusionSupport )
+	{
+		//glGenOcclusionQueriesNV_ptr( 1, m_uintQuery );	
+		glGenQueriesARB_ptr(1, m_uintQuery);
+	}
+}
+
+
+//------------------------------------------------------------------
+GLHardwareOcclusionQuery::~GLHardwareOcclusionQuery() 
+{ 
+	if( m_bHWOcclusionSupport )
+	{
+		//glDeleteOcclusionQueriesNV_ptr( 1, &m_uintQuery[0] );  
+		glDeleteQueriesARB_ptr(1, &m_uintQuery[0]);
+	}	
+}
+
+//------------------------------------------------------------------
+void GLHardwareOcclusionQuery::beginOcclusionQuery() 
+{ 
+	if( m_bHWOcclusionSupport )	// Make it fail silently if hardware occlusion isn't supported
+	{
+		// do the actual occlusion query for this node
+		//glBeginOcclusionQueryNV_ptr( m_uintQuery[0] );
+		glBeginQueryARB_ptr(GL_SAMPLES_PASSED_ARB, m_uintQuery[0]);
+	}
+}
+	
+void GLHardwareOcclusionQuery::endOcclusionQuery() 
+{ 
+	if( m_bHWOcclusionSupport )	// Make it fail silently if hardware occlusion isn't supported
+	{
+		//glEndOcclusionQueryNV_ptr();
+		glEndQueryARB_ptr(GL_SAMPLES_PASSED_ARB);
+	}
+}
+//------------------------------------------------------------------
+bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int * NumOfFragments, const bool waitForResult) 
+{
+	//unsigned int isAvailable = GL_TRUE;
+	int isAvailable = GL_TRUE;
+
+	if( m_bHWOcclusionSupport )	
+	{
+		if(!waitForResult)
+		{
+			//glGetOcclusionQueryuivNV_ptr( m_uintQuery[0], GL_PIXEL_COUNT_AVAILABLE_NV, &isAvailable );
+			glGetQueryivARB_ptr(m_uintQuery[0], GL_QUERY_RESULT_AVAILABLE_ARB, &isAvailable);
+		}
+
+		if(isAvailable == GL_TRUE)
+		{
+			glGetQueryObjectuivARB_ptr( m_uintQuery[0], GL_QUERY_RESULT_ARB, NumOfFragments);
+			//glGetOcclusionQueryuivNV_ptr( m_uintQuery[0], GL_PIXEL_COUNT_NV, NumOfFragments );
+		}
+	} 
+	else
+	{
+		// In case hardware occlusion isn't supported, every object is set visible.
+		*NumOfFragments = 100000;		
+	}
+
+	m_uintPixelCount = *NumOfFragments; 
+
+	return isAvailable == GL_TRUE;	
+}
+
+//------------------------------------------------------------------
 bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, const HW_OCCLUSIONQUERY flag  ) 
 {
@@ -144,5 +245,8 @@
 }
 
-}
-
-
+#endif // GTP_VISIBILITY_MODIFIED_OGRE
+
+
+}
+
+
Index: trunk/VUT/work/ogre_changes/RenderSystems/GL/src/OgreGLRenderSystem.cpp
===================================================================
--- trunk/VUT/work/ogre_changes/RenderSystems/GL/src/OgreGLRenderSystem.cpp	(revision 97)
+++ trunk/VUT/work/ogre_changes/RenderSystems/GL/src/OgreGLRenderSystem.cpp	(revision 97)
@@ -0,0 +1,2609 @@
+/*
+-----------------------------------------------------------------------------
+This source file is part of OGRE
+    (Object-oriented Graphics Rendering Engine)
+For the latest info, see http://ogre.sourceforge.net/
+
+Copyright (c) 2000-2005 The OGRE Team
+Also see acknowledgements in Readme.html
+
+This program is free software; you can redistribute it and/or modify it under
+the terms of the GNU Lesser General Public License as published by the Free Software
+Foundation; either version 2 of the License, or (at your option) any later
+version.
+
+This program is distributed in the hope that it will be useful, but WITHOUT
+ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along with
+this program; if not, write to the Free Software Foundation, Inc., 59 Temple
+Place - Suite 330, Boston, MA 02111-1307, USA, or go to
+http://www.gnu.org/copyleft/lesser.txt.s
+-----------------------------------------------------------------------------
+*/
+
+
+#include "OgreGLRenderSystem.h"
+#include "OgreRenderSystem.h"
+#include "OgreLogManager.h"
+#include "OgreStringConverter.h"
+#include "OgreLight.h"
+#include "OgreCamera.h"
+#include "OgreGLTextureManager.h"
+#include "OgreGLHardwareVertexBuffer.h"
+#include "OgreGLHardwareIndexBuffer.h"
+#include "OgreGLDefaultHardwareBufferManager.h"
+#include "OgreGLUtil.h"
+#include "OgreGLGpuProgram.h"
+#include "OgreGLGpuNvparseProgram.h"
+#include "ATI_FS_GLGpuProgram.h"
+#include "OgreGLGpuProgramManager.h"
+#include "OgreException.h"
+#include "OgreGLATIFSInit.h"
+#include "OgreGLSLExtSupport.h"
+#include "OgreGLHardwareOcclusionQuery.h"
+#include "OgreGLContext.h"
+
+
+#ifdef HAVE_CONFIG_H
+#   include "config.h"
+#endif
+
+// Convenience macro from ARB_vertex_buffer_object spec
+#define VBO_BUFFER_OFFSET(i) ((char *)NULL + (i))
+
+// Pointers to extension functions
+GL_ActiveTextureARB_Func glActiveTextureARB_ptr;
+GL_ClientActiveTextureARB_Func glClientActiveTextureARB_ptr;
+GL_SecondaryColorPointerEXT_Func glSecondaryColorPointerEXT_ptr;
+GL_GenBuffersARB_Func glGenBuffersARB_ptr;
+GL_BindBufferARB_Func glBindBufferARB_ptr;
+GL_DeleteBuffersARB_Func glDeleteBuffersARB_ptr;
+GL_MapBufferARB_Func glMapBufferARB_ptr;
+GL_UnmapBufferARB_Func glUnmapBufferARB_ptr;
+GL_BufferDataARB_Func glBufferDataARB_ptr;
+GL_BufferSubDataARB_Func glBufferSubDataARB_ptr;
+GL_GetBufferSubDataARB_Func glGetBufferSubDataARB_ptr;
+GL_GenProgramsARB_Func glGenProgramsARB_ptr;
+GL_DeleteProgramsARB_Func glDeleteProgramsARB_ptr;
+GL_BindProgramARB_Func glBindProgramARB_ptr;
+GL_ProgramStringARB_Func glProgramStringARB_ptr;
+GL_ProgramLocalParameter4fvARB_Func glProgramLocalParameter4fvARB_ptr;
+GL_ProgramParameter4fvNV_Func glProgramParameter4fvNV_ptr;
+GL_VertexAttribPointerARB_Func glVertexAttribPointerARB_ptr;
+GL_EnableVertexAttribArrayARB_Func glEnableVertexAttribArrayARB_ptr;
+GL_DisableVertexAttribArrayARB_Func glDisableVertexAttribArrayARB_ptr;
+GL_CombinerStageParameterfvNV_Func glCombinerStageParameterfvNV_ptr;
+GL_CombinerParameterfvNV_Func glCombinerParameterfvNV_ptr;
+GL_CombinerParameteriNV_Func glCombinerParameteriNV_ptr;
+GL_GetProgramivARB_Func glGetProgramivARB_ptr;
+GL_LoadProgramNV_Func glLoadProgramNV_ptr;
+GL_CombinerInputNV_Func glCombinerInputNV_ptr;
+GL_CombinerOutputNV_Func glCombinerOutputNV_ptr;
+GL_FinalCombinerInputNV_Func glFinalCombinerInputNV_ptr;
+GL_TrackMatrixNV_Func glTrackMatrixNV_ptr;
+PFNGLCOMPRESSEDTEXIMAGE1DARBPROC glCompressedTexImage1DARB_ptr;
+PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glCompressedTexImage2DARB_ptr;
+PFNGLCOMPRESSEDTEXIMAGE3DARBPROC glCompressedTexImage3DARB_ptr;
+PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC glCompressedTexSubImage1DARB_ptr;
+PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC glCompressedTexSubImage2DARB_ptr;
+PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC glCompressedTexSubImage3DARB_ptr;
+PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glGetCompressedTexImageARB_ptr;
+GL_ActiveStencilFaceEXT_Func glActiveStencilFaceEXT_ptr;
+GL_GenOcclusionQueriesNV_Func glGenOcclusionQueriesNV_ptr;	
+GL_DeleteOcclusionQueriesNV_Func glDeleteOcclusionQueriesNV_ptr;
+GL_BeginOcclusionQueryNV_Func glBeginOcclusionQueryNV_ptr;
+GL_EndOcclusionQueryNV_Func glEndOcclusionQueryNV_ptr;
+GL_GetOcclusionQueryuivNV_Func glGetOcclusionQueryuivNV_ptr;
+ 
+#ifdef GTP_VISIBILITY_MODIFIED_OGRE
+GL_GenQueriesARB_Func glGenQueriesARB_ptr;
+GL_DeleteQueriesARB_Func glDeleteQueriesARB_ptr;
+GL_IsQueryARB_Func glIsQueryARB_ptr;
+GL_BeginQueryARB_Func glBeginQueryARB_ptr;
+GL_EndQueryARB_Func glEndQueryARB_ptr;
+GL_GetQueryivARB_Func glGetQueryivARB_ptr;
+GL_GetQueryObjectivARB_Func glGetQueryObjectivARB_ptr;
+GL_GetQueryObjectuivARB_Func glGetQueryObjectuivARB_ptr;
+#endif // GTP_VISIBILITY_MODIFIED_OGRE
+
+namespace Ogre {
+
+    // Callback function used when registering GLGpuPrograms
+    GpuProgram* createGLArbGpuProgram(ResourceManager* creator, 
+        const String& name, ResourceHandle handle, 
+        const String& group, bool isManual, ManualResourceLoader* loader,
+        GpuProgramType gptype, const String& syntaxCode)
+    {
+        GLArbGpuProgram* ret = new GLArbGpuProgram(
+            creator, name, handle, group, isManual, loader);
+        ret->setType(gptype);
+        ret->setSyntaxCode(syntaxCode);
+        return ret;
+    }
+
+    GpuProgram* createGLGpuNvparseProgram(ResourceManager* creator, 
+        const String& name, ResourceHandle handle, 
+        const String& group, bool isManual, ManualResourceLoader* loader,
+        GpuProgramType gptype, const String& syntaxCode)
+    {
+        GLGpuNvparseProgram* ret = new GLGpuNvparseProgram(
+            creator, name, handle, group, isManual, loader);
+        ret->setType(gptype);
+        ret->setSyntaxCode(syntaxCode);
+        return ret;
+    }
+
+    GpuProgram* createGL_ATI_FS_GpuProgram(ResourceManager* creator, 
+        const String& name, ResourceHandle handle, 
+        const String& group, bool isManual, ManualResourceLoader* loader,
+        GpuProgramType gptype, const String& syntaxCode)
+	{
+
+        ATI_FS_GLGpuProgram* ret = new ATI_FS_GLGpuProgram(
+            creator, name, handle, group, isManual, loader);
+        ret->setType(gptype);
+        ret->setSyntaxCode(syntaxCode);
+        return ret;
+	}
+
+    GLRenderSystem::GLRenderSystem()
+      : mExternalWindowHandle(0), mDepthWrite(true), mHardwareBufferManager(0),
+        mGpuProgramManager(0)
+    {
+        size_t i;
+
+        OgreGuard( "GLRenderSystem::GLRenderSystem" );
+
+        LogManager::getSingleton().logMessage(getName() + " created.");
+
+        // Get our GLSupport
+        mGLSupport = getGLSupport();
+
+        for( i=0; i<MAX_LIGHTS; i++ )
+            mLights[i] = NULL;
+
+        mWorldMatrix = Matrix4::IDENTITY;
+        mViewMatrix = Matrix4::IDENTITY;
+        
+        initConfigOptions();
+
+        mColourWrite[0] = mColourWrite[1] = mColourWrite[2] = mColourWrite[3] = true;
+
+        for (i = 0; i < OGRE_MAX_TEXTURE_COORD_SETS; i++)
+        {
+            mTextureCoordIndex[i] = 0;
+        }
+
+        for (i = 0; i < OGRE_MAX_TEXTURE_LAYERS; i++)
+        {
+            mTextureTypes[i] = 0;
+        }
+
+        mActiveRenderTarget = 0;
+        mCurrentContext = 0;
+        mMainContext = 0;
+
+        mGLInitialized = false;
+
+        glActiveTextureARB_ptr = 0;
+        glClientActiveTextureARB_ptr = 0;
+        glSecondaryColorPointerEXT_ptr = 0;
+        glGenBuffersARB_ptr = 0;
+        glBindBufferARB_ptr = 0;
+        glDeleteBuffersARB_ptr = 0;
+        glMapBufferARB_ptr = 0;
+        glUnmapBufferARB_ptr = 0;
+        glBufferDataARB_ptr = 0;
+        glBufferSubDataARB_ptr = 0;
+        glGetBufferSubDataARB_ptr = 0;
+        glGenProgramsARB_ptr = 0;
+        glDeleteProgramsARB_ptr = 0;
+        glBindProgramARB_ptr = 0;
+        glProgramStringARB_ptr = 0;
+        glProgramLocalParameter4fvARB_ptr = 0;
+        glProgramParameter4fvNV_ptr = 0;
+        glCombinerStageParameterfvNV_ptr = 0;
+        glCombinerParameterfvNV_ptr = 0;
+        glCombinerParameteriNV_ptr = 0;
+        glGetProgramivARB_ptr = 0;
+        glLoadProgramNV_ptr = 0;
+        glCombinerInputNV_ptr = 0;
+        glCombinerOutputNV_ptr = 0;
+        glFinalCombinerInputNV_ptr = 0;
+        glTrackMatrixNV_ptr = 0;
+        glActiveStencilFaceEXT_ptr = 0;
+        glGenOcclusionQueriesNV_ptr = 0;
+        glDeleteOcclusionQueriesNV_ptr = 0;
+        glBeginOcclusionQueryNV_ptr = 0;
+        glEndOcclusionQueryNV_ptr = 0;
+        glGetOcclusionQueryuivNV_ptr = 0;
+
+#ifdef GTP_VISIBILITY_MODIFIED_OGRE
+		glGenQueriesARB_ptr = 0;
+		glDeleteQueriesARB_ptr = 0;
+		glIsQueryARB_ptr = 0;
+		glBeginQueryARB_ptr = 0;
+		glEndQueryARB_ptr = 0;
+		glGetQueryivARB_ptr = 0;
+		glGetQueryObjectivARB_ptr = 0;
+		glGetQueryObjectuivARB_ptr = 0;
+#endif // GTP_VISIBILITY_MODIFIED_OGRE
+
+        mCurrentLights = 0;
+        mMinFilter = FO_LINEAR;
+        mMipFilter = FO_POINT;
+        mCurrentVertexProgram = 0;
+        mCurrentFragmentProgram = 0;
+
+        mClipPlanes.reserve(6);
+
+        OgreUnguard();
+    }
+
+    GLRenderSystem::~GLRenderSystem()
+    {
+        shutdown();
+
+        // Destroy render windows
+        RenderTargetMap::iterator i;
+        for (i = mRenderTargets.begin(); i != mRenderTargets.end(); ++i)
+        {
+            delete i->second;
+        }
+        mRenderTargets.clear();
+
+        if (mTextureManager)
+            delete mTextureManager;
+
+        delete mCapabilities;
+        delete mGLSupport;
+    }
+
+    const String& GLRenderSystem::getName(void) const
+    {
+        static String strName("OpenGL Rendering Subsystem");
+        return strName;
+    }
+
+    void GLRenderSystem::initConfigOptions(void)
+    {
+        OgreGuard("GLRenderSystem::initConfigOptions");
+        mGLSupport->addConfig();
+        OgreUnguard();
+    }
+    
+    ConfigOptionMap& GLRenderSystem::getConfigOptions(void)
+    {
+        return mGLSupport->getConfigOptions();
+    }
+
+    void GLRenderSystem::setConfigOption(const String &name, const String &value)
+    {
+        mGLSupport->setConfigOption(name, value);
+    }
+
+    String GLRenderSystem::validateConfigOptions(void)
+    {
+        // XXX Return an error string if something is invalid
+        return mGLSupport->validateConfig();
+    }
+
+    RenderWindow* GLRenderSystem::initialise(bool autoCreateWindow, const String& windowTitle)
+    {
+        mGLSupport->start();
+        
+		RenderWindow* autoWindow = mGLSupport->createWindow(autoCreateWindow, this, windowTitle);
+
+
+        _setCullingMode( mCullingMode );
+        
+        return autoWindow;
+    }
+
+    void GLRenderSystem::initGL(void)
+    {
+        mGLSupport->initialiseExtensions();
+
+        LogManager::getSingleton().logMessage(
+            "***************************\n"
+            "*** GL Renderer Started ***\n"
+            "***************************");
+
+
+        // Check for hardware mipmapping support.
+        // Note: This is disabled for ATI cards until they fix their drivers
+        if(mGLSupport->getGLVendor() != "ATI" && 
+            (mGLSupport->checkMinGLVersion("1.4.0") || 
+             mGLSupport->checkExtension("GL_SGIS_generate_mipmap")))
+        {
+            mCapabilities->setCapability(RSC_AUTOMIPMAP);
+        }
+
+        // Check for blending support
+        if(mGLSupport->checkMinGLVersion("1.3.0") || 
+            mGLSupport->checkExtension("GL_ARB_texture_env_combine") || 
+            mGLSupport->checkExtension("GL_EXT_texture_env_combine"))
+        {
+            mCapabilities->setCapability(RSC_BLENDING);
+        }
+
+        // Check for Multitexturing support and set number of texture units
+        if(mGLSupport->checkMinGLVersion("1.3.0") || 
+            mGLSupport->checkExtension("GL_ARB_multitexture"))
+        {
+            GLint units;
+            glGetIntegerv( GL_MAX_TEXTURE_UNITS, &units );
+
+            mCapabilities->setNumTextureUnits(units);
+        }
+        else
+        {
+            // If no multitexture support then set one texture unit
+            mCapabilities->setNumTextureUnits(1);
+        }
+            
+        // Check for Anisotropy support
+        if(mGLSupport->checkExtension("GL_EXT_texture_filter_anisotropic"))
+        {
+            mCapabilities->setCapability(RSC_ANISOTROPY);
+        }
+
+        // Check for DOT3 support
+        if(mGLSupport->checkMinGLVersion("1.3.0") ||
+            mGLSupport->checkExtension("GL_ARB_texture_env_dot3") ||
+            mGLSupport->checkExtension("GL_EXT_texture_env_dot3"))
+        {
+            mCapabilities->setCapability(RSC_DOT3);
+        }
+
+        // Check for cube mapping
+        if(mGLSupport->checkMinGLVersion("1.3.0") || 
+            mGLSupport->checkExtension("GL_ARB_texture_cube_map") || 
+            mGLSupport->checkExtension("GL_EXT_texture_cube_map"))
+        {
+            mCapabilities->setCapability(RSC_CUBEMAPPING);
+        }
+        
+        // Check for hardware stencil support and set bit depth
+        GLint stencil;
+        glGetIntegerv(GL_STENCIL_BITS,&stencil);
+
+        if(stencil)
+        {
+            mCapabilities->setCapability(RSC_HWSTENCIL);
+            mCapabilities->setStencilBufferBitDepth(stencil);
+        }
+
+        // Check for VBO support
+        if(mGLSupport->checkExtension("GL_ARB_vertex_buffer_object"))
+        {
+            mCapabilities->setCapability(RSC_VBO);
+
+            mHardwareBufferManager = new GLHardwareBufferManager;
+        }
+        else
+        {
+            mHardwareBufferManager = new GLDefaultHardwareBufferManager;
+        }
+
+        // XXX Need to check for nv2 support and make a program manager for it
+        // XXX Probably nv1 as well for older cards
+        // GPU Program Manager setup
+        mGpuProgramManager = new GLGpuProgramManager();
+
+		if(mGLSupport->checkExtension("GL_ARB_vertex_program"))
+        {
+            mCapabilities->setCapability(RSC_VERTEX_PROGRAM);
+
+            // Vertex Program Properties
+            mCapabilities->setMaxVertexProgramVersion("arbvp1");
+            mCapabilities->setVertexProgramConstantBoolCount(0);
+            mCapabilities->setVertexProgramConstantIntCount(0);
+            mCapabilities->setVertexProgramConstantFloatCount(
+                GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB);
+
+            mGpuProgramManager->_pushSyntaxCode("arbvp1");
+            mGpuProgramManager->registerProgramFactory("arbvp1", createGLArbGpuProgram);
+        }
+
+        if (mGLSupport->checkExtension("GL_NV_register_combiners2") &&
+            mGLSupport->checkExtension("GL_NV_texture_shader"))
+        {
+            mCapabilities->setCapability(RSC_FRAGMENT_PROGRAM);
+            mCapabilities->setMaxFragmentProgramVersion("fp20");
+
+            mGpuProgramManager->_pushSyntaxCode("fp20");
+            mGpuProgramManager->registerProgramFactory("fp20", createGLGpuNvparseProgram);
+        }
+
+
+		// NFZ - check for ATI fragment shader support
+		if (mGLSupport->checkExtension("GL_ATI_fragment_shader"))
+		{
+            mCapabilities->setCapability(RSC_FRAGMENT_PROGRAM);
+            mCapabilities->setMaxFragmentProgramVersion("ps_1_4");
+            // no boolean params allowed
+            mCapabilities->setFragmentProgramConstantBoolCount(0);
+            // no integer params allowed
+            mCapabilities->setFragmentProgramConstantIntCount(0);
+
+			// only 8 Vector4 constant floats supported
+            mCapabilities->setFragmentProgramConstantFloatCount(8);
+
+            mGpuProgramManager->_pushSyntaxCode("ps_1_4");
+            mGpuProgramManager->_pushSyntaxCode("ps_1_3");
+            mGpuProgramManager->_pushSyntaxCode("ps_1_2");
+            mGpuProgramManager->_pushSyntaxCode("ps_1_1");
+
+            mGpuProgramManager->registerProgramFactory("ps_1_4", createGL_ATI_FS_GpuProgram);
+            mGpuProgramManager->registerProgramFactory("ps_1_3", createGL_ATI_FS_GpuProgram);
+            mGpuProgramManager->registerProgramFactory("ps_1_2", createGL_ATI_FS_GpuProgram);
+            mGpuProgramManager->registerProgramFactory("ps_1_1", createGL_ATI_FS_GpuProgram);
+		}
+
+
+        if (mGLSupport->checkExtension("GL_ARB_fragment_program"))
+        {
+            mCapabilities->setCapability(RSC_FRAGMENT_PROGRAM);
+            // Fragment Program Properties
+            mCapabilities->setMaxFragmentProgramVersion("arbfp1");
+            mCapabilities->setFragmentProgramConstantBoolCount(0);
+            mCapabilities->setFragmentProgramConstantIntCount(0);
+            mCapabilities->setFragmentProgramConstantFloatCount(
+                GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB);
+
+            mGpuProgramManager->_pushSyntaxCode("arbfp1");
+            mGpuProgramManager->registerProgramFactory("arbfp1", createGLArbGpuProgram);
+        }
+
+		// NFZ - check if GLSL is supported
+		if ( mGLSupport->checkExtension("GL_ARB_shading_language_100") &&
+			 mGLSupport->checkExtension("GL_ARB_shader_objects") &&
+			 mGLSupport->checkExtension("GL_ARB_fragment_shader") &&
+			 mGLSupport->checkExtension("GL_ARB_vertex_shader") )
+		{
+			// NFZ - check for GLSL vertex and fragment shader support successful
+            mGpuProgramManager->_pushSyntaxCode("glsl");
+			LogManager::getSingleton().logMessage("GLSL support detected");
+		}
+
+		// Check for texture compression
+        if(mGLSupport->checkMinGLVersion("1.3.0") ||
+            mGLSupport->checkExtension("GL_ARB_texture_compression"))
+        {   
+            mCapabilities->setCapability(RSC_TEXTURE_COMPRESSION);
+         
+            // Check for dxt compression
+            if(mGLSupport->checkExtension("GL_EXT_texture_compression_s3tc"))
+            {
+                mCapabilities->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
+            }
+            // Check for vtc compression
+            if(mGLSupport->checkExtension("GL_NV_texture_compression_vtc"))
+            {
+                mCapabilities->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
+            }
+        }
+
+        // Scissor test is standard in GL 1.2 (is it emulated on some cards though?)
+        mCapabilities->setCapability(RSC_SCISSOR_TEST);
+		// As are user clipping planes
+		mCapabilities->setCapability(RSC_USER_CLIP_PLANES);
+
+        // 2-sided stencil?
+        if (mGLSupport->checkExtension("GL_EXT_stencil_two_side"))
+        {
+            mCapabilities->setCapability(RSC_TWO_SIDED_STENCIL);
+        }
+        // stencil wrapping?
+        if (mGLSupport->checkExtension("GL_EXT_stencil_wrap"))
+        {
+            mCapabilities->setCapability(RSC_STENCIL_WRAP);
+        }
+
+        // Check for hardware occlusion support
+        if(mGLSupport->checkExtension("GL_NV_occlusion_query"))
+        {
+            mCapabilities->setCapability(RSC_HWOCCLUSION);		
+        }
+
+		// UBYTE4 always supported
+		mCapabilities->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
+
+        // Inifinite far plane always supported
+        mCapabilities->setCapability(RSC_INFINITE_FAR_PLANE);
+
+        // Check for non-power-of-2 texture support
+		if(mGLSupport->checkExtension("GL_ARB_texture_non_power_of_two"))
+        {
+            mCapabilities->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
+        }
+
+        // Check for Float textures
+        if(mGLSupport->checkExtension("GL_ATI_texture_float") ||
+//           mGLSupport->checkExtension("GL_NV_float_buffer") ||
+           mGLSupport->checkExtension("GL_ARB_texture_float"))
+        {
+            mCapabilities->setCapability(RSC_TEXTURE_FLOAT);
+        }
+		
+		// 3D textures should be supported by GL 1.2, which is our minimum version
+        mCapabilities->setCapability(RSC_TEXTURE_3D);
+
+		// Check for GLSupport specific extensions
+		mGLSupport->initialiseCapabilities(*mCapabilities);
+
+        // Get extension function pointers
+        glActiveTextureARB_ptr = 
+            (GL_ActiveTextureARB_Func)mGLSupport->getProcAddress("glActiveTextureARB");
+        glClientActiveTextureARB_ptr = 
+            (GL_ClientActiveTextureARB_Func)mGLSupport->getProcAddress("glClientActiveTextureARB");
+        glSecondaryColorPointerEXT_ptr = 
+            (GL_SecondaryColorPointerEXT_Func)mGLSupport->getProcAddress("glSecondaryColorPointerEXT");
+        glGenBuffersARB_ptr = 
+            (GL_GenBuffersARB_Func)mGLSupport->getProcAddress("glGenBuffersARB");
+        glBindBufferARB_ptr = 
+            (GL_BindBufferARB_Func)mGLSupport->getProcAddress("glBindBufferARB");
+        glDeleteBuffersARB_ptr = 
+            (GL_DeleteBuffersARB_Func)mGLSupport->getProcAddress("glDeleteBuffersARB");
+        glMapBufferARB_ptr = 
+            (GL_MapBufferARB_Func)mGLSupport->getProcAddress("glMapBufferARB");
+        glUnmapBufferARB_ptr = 
+            (GL_UnmapBufferARB_Func)mGLSupport->getProcAddress("glUnmapBufferARB");
+        glBufferDataARB_ptr = 
+            (GL_BufferDataARB_Func)mGLSupport->getProcAddress("glBufferDataARB");
+        glBufferSubDataARB_ptr = 
+            (GL_BufferSubDataARB_Func)mGLSupport->getProcAddress("glBufferSubDataARB");
+        glGetBufferSubDataARB_ptr = 
+            (GL_GetBufferSubDataARB_Func)mGLSupport->getProcAddress("glGetBufferSubDataARB");
+        glGenProgramsARB_ptr =
+            (GL_GenProgramsARB_Func)mGLSupport->getProcAddress("glGenProgramsARB");
+        glDeleteProgramsARB_ptr =
+            (GL_DeleteProgramsARB_Func)mGLSupport->getProcAddress("glDeleteProgramsARB");
+        glBindProgramARB_ptr =
+            (GL_BindProgramARB_Func)mGLSupport->getProcAddress("glBindProgramARB");
+        glProgramStringARB_ptr =
+            (GL_ProgramStringARB_Func)mGLSupport->getProcAddress("glProgramStringARB");
+        glProgramLocalParameter4fvARB_ptr =
+            (GL_ProgramLocalParameter4fvARB_Func)mGLSupport->getProcAddress("glProgramLocalParameter4fvARB");
+         glProgramParameter4fvNV_ptr =
+            (GL_ProgramParameter4fvNV_Func)mGLSupport->getProcAddress("glProgramParameter4fvNV");
+         glVertexAttribPointerARB_ptr =
+             (GL_VertexAttribPointerARB_Func)mGLSupport->getProcAddress("glVertexAttribPointerARB");
+         glEnableVertexAttribArrayARB_ptr =
+             (GL_EnableVertexAttribArrayARB_Func)mGLSupport->getProcAddress("glEnableVertexAttribArrayARB");
+         glDisableVertexAttribArrayARB_ptr =
+             (GL_DisableVertexAttribArrayARB_Func)mGLSupport->getProcAddress("glDisableVertexAttribArrayARB");
+         glCombinerStageParameterfvNV_ptr =
+            (GL_CombinerStageParameterfvNV_Func)mGLSupport->getProcAddress("glCombinerStageParameterfvNV");
+        glCombinerParameterfvNV_ptr = 
+            (GL_CombinerParameterfvNV_Func)mGLSupport->getProcAddress("glCombinerParameterfvNV");
+         glCombinerParameteriNV_ptr = (GL_CombinerParameteriNV_Func)mGLSupport->getProcAddress("glCombinerParameteriNV");
+        glGetProgramivARB_ptr = 
+            (GL_GetProgramivARB_Func)mGLSupport->getProcAddress("glGetProgramivARB");
+        glLoadProgramNV_ptr = 
+            (GL_LoadProgramNV_Func)mGLSupport->getProcAddress("glLoadProgramNV");
+        glCombinerInputNV_ptr =
+            (GL_CombinerInputNV_Func)mGLSupport->getProcAddress("glCombinerInputNV");
+        glCombinerOutputNV_ptr =
+            (GL_CombinerOutputNV_Func)mGLSupport->getProcAddress("glCombinerOutputNV");
+        glFinalCombinerInputNV_ptr = 
+            (GL_FinalCombinerInputNV_Func)mGLSupport->getProcAddress("glFinalCombinerInputNV");
+        glTrackMatrixNV_ptr = 
+            (GL_TrackMatrixNV_Func)mGLSupport->getProcAddress("glTrackMatrixNV");
+		glCompressedTexImage1DARB_ptr =
+            (PFNGLCOMPRESSEDTEXIMAGE1DARBPROC)mGLSupport->getProcAddress("glCompressedTexImage1DARB");
+        glCompressedTexImage2DARB_ptr =
+            (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)mGLSupport->getProcAddress("glCompressedTexImage2DARB");
+		glCompressedTexImage3DARB_ptr =
+            (PFNGLCOMPRESSEDTEXIMAGE3DARBPROC)mGLSupport->getProcAddress("glCompressedTexImage3DARB");
+        glCompressedTexSubImage1DARB_ptr =
+            (PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC)mGLSupport->getProcAddress("glCompressedTexSubImage1DARB");
+        glCompressedTexSubImage2DARB_ptr =
+            (PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)mGLSupport->getProcAddress("glCompressedTexSubImage2DARB");
+        glCompressedTexSubImage3DARB_ptr =
+            (PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC)mGLSupport->getProcAddress("glCompressedTexSubImage3DARB");
+		glGetCompressedTexImageARB_ptr =
+			(PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)mGLSupport->getProcAddress("glGetCompressedTexImageARB");
+        InitATIFragmentShaderExtensions(*mGLSupport);
+		InitGLShaderLanguageExtensions(*mGLSupport);
+        glActiveStencilFaceEXT_ptr = 
+            (GL_ActiveStencilFaceEXT_Func)mGLSupport->getProcAddress("glActiveStencilFaceEXT");
+        glGenOcclusionQueriesNV_ptr =
+            (GL_GenOcclusionQueriesNV_Func)mGLSupport->getProcAddress("glGenOcclusionQueriesNV");
+        glDeleteOcclusionQueriesNV_ptr =
+            (GL_DeleteOcclusionQueriesNV_Func)mGLSupport->getProcAddress("glDeleteOcclusionQueriesNV");
+        glBeginOcclusionQueryNV_ptr =
+            (GL_BeginOcclusionQueryNV_Func)mGLSupport->getProcAddress("glBeginOcclusionQueryNV");
+        glEndOcclusionQueryNV_ptr =
+            (GL_EndOcclusionQueryNV_Func)mGLSupport->getProcAddress("glEndOcclusionQueryNV");
+        glGetOcclusionQueryuivNV_ptr =
+            (GL_GetOcclusionQueryuivNV_Func)mGLSupport->getProcAddress("glGetOcclusionQueryuivNV");
+		glGetQueryObjectivARB_ptr = 
+			 (GL_GetQueryObjectivARB_Func)mGLSupport->getProcAddress("glGetQueryObjectivARB");
+		glGetQueryObjectuivARB_ptr = 
+			 (GL_GetQueryObjectuivARB_Func)mGLSupport->getProcAddress("glGetQueryObjectuivARB");
+#ifdef GTP_VISIBILITY_MODIFIED_OGRE
+		glGenQueriesARB_ptr = 
+			 (GL_GenQueriesARB_Func)mGLSupport->getProcAddress("glGenQueriesARB");
+		glDeleteQueriesARB_ptr =
+			(GL_DeleteQueriesARB_Func)mGLSupport->getProcAddress("glDeleteQueriesARB");
+		glIsQueryARB_ptr =
+			(GL_IsQueryARB_Func)mGLSupport->getProcAddress("glIsQueryARB");
+		glBeginQueryARB_ptr =
+			 (GL_BeginQueryARB_Func)mGLSupport->getProcAddress("glBeginQueryARB");
+		glEndQueryARB_ptr =
+			 (GL_EndQueryARB_Func)mGLSupport->getProcAddress("glEndQueryARB");
+		glGetQueryivARB_ptr = 
+			(GL_GetQueryivARB_Func)mGLSupport->getProcAddress("glGetQueryivARB");
+		glGetQueryObjectivARB_ptr = 
+			 (GL_GetQueryObjectivARB_Func)mGLSupport->getProcAddress("glGetQueryObjectivARB");
+		glGetQueryObjectuivARB_ptr = 
+			 (GL_GetQueryObjectuivARB_Func)mGLSupport->getProcAddress("glGetQueryObjectuivARB");
+#endif // GTP_VISIBILITY_MODIFIED_OGRE
+
+        mCapabilities->log(LogManager::getSingleton().getDefaultLog());
+        mGLInitialized = true;
+    }
+
+    void GLRenderSystem::reinitialise(void)
+    {
+        this->shutdown();
+        this->initialise(true);
+    }
+
+    void GLRenderSystem::shutdown(void)
+    {
+        RenderSystem::shutdown();
+
+        // Deleting the GPU program manager and hardware buffer manager.  Has to be done before the mGLSupport->stop().
+		if (mGpuProgramManager)
+        {
+        	delete mGpuProgramManager;
+        	mGpuProgramManager = 0;
+        }
+
+        if (mHardwareBufferManager)
+        {
+            delete mHardwareBufferManager;
+            mHardwareBufferManager = 0;
+        }
+
+
+        mGLSupport->stop();
+        mStopRendering = true;
+    }
+
+    void GLRenderSystem::setAmbientLight(float r, float g, float b)
+    {
+        GLfloat lmodel_ambient[] = {r, g, b, 1.0};
+        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+    }
+
+    void GLRenderSystem::setShadingType(ShadeOptions so)
+    {
+        switch(so)
+        {
+        case SO_FLAT:
+            glShadeModel(GL_FLAT);
+            break;
+        default:
+            glShadeModel(GL_SMOOTH);
+            break;
+        }
+    }
+
+	RenderWindow* GLRenderSystem::createRenderWindow(const String &name, 
+		unsigned int width, unsigned int height, bool fullScreen,
+		const NameValuePairList *miscParams)
+    {
+        if (mRenderTargets.find(name) != mRenderTargets.end())
+        {
+            OGRE_EXCEPT(
+                Exception::ERR_INVALIDPARAMS, 
+                "Window with name '" + name + "' already exists",
+                "GLRenderSystem::createRenderWindow" );
+        }
+		// Log a message
+		std::stringstream ss;
+		ss << "GLRenderSystem::createRenderWindow \"" << name << "\", " <<
+			width << "x" << height << " ";
+		if(fullScreen)
+			ss << "fullscreen ";
+		else
+			ss << "windowed ";
+		if(miscParams)
+		{
+			ss << " miscParams: ";
+			NameValuePairList::const_iterator it;
+			for(it=miscParams->begin(); it!=miscParams->end(); ++it)
+			{
+				ss << it->first << "=" << it->second << " ";
+			}
+			LogManager::getSingleton().logMessage(ss.str());
+		}
+
+        // Create the window
+        RenderWindow* win = mGLSupport->newWindow(name, width, height, 
+            fullScreen, miscParams);
+
+        attachRenderTarget( *win );
+
+        if (!mGLInitialized) 
+        {
+            // Initialise GL after the first window has been created
+            initGL();
+            mTextureManager = new GLTextureManager(*mGLSupport);
+            // Set main and current context
+            ContextMap::iterator i = mContextMap.find(win);
+            if(i != mContextMap.end()) {
+                mCurrentContext = i->second;
+                mMainContext =  i->second;
+                mCurrentContext->setCurrent();
+            }
+            // Initialise the main context
+            _oneTimeContextInitialization();
+        }
+
+
+        // XXX Do more?
+
+        return win;
+    }
+
+	RenderTexture * GLRenderSystem::createRenderTexture( const String & name, unsigned int width, unsigned int height,
+		TextureType texType, PixelFormat internalFormat, const NameValuePairList *miscParams ) 
+    {
+		// Log a message
+		std::stringstream ss;
+		ss << "GLRenderSystem::createRenderTexture \"" << name << "\", " <<
+			width << "x" << height << " texType=" << texType <<
+			" internalFormat=" << PixelUtil::getFormatName(internalFormat) << " ";
+		if(miscParams)
+		{
+			ss << "miscParams: ";
+			NameValuePairList::const_iterator it;
+			for(it=miscParams->begin(); it!=miscParams->end(); ++it)
+			{
+				ss << it->first << "=" << it->second << " ";
+			}
+			LogManager::getSingleton().logMessage(ss.str());
+		}
+		// Pass on the create call
+        RenderTexture *rt = mGLSupport->createRenderTexture(name, width, height, texType, internalFormat, miscParams);
+        attachRenderTarget( *rt );
+        return rt;
+    }
+
+    //-----------------------------------------------------------------------
+    void GLRenderSystem::destroyRenderWindow(RenderWindow* pWin)
+    {
+        // Find it to remove from list
+        RenderTargetMap::iterator i = mRenderTargets.begin();
+
+        while (i != mRenderTargets.end())
+        {
+            if (i->second == pWin)
+            {
+                mRenderTargets.erase(i);
+                delete pWin;
+                break;
+            }
+        }
+    }
+
+	//---------------------------------------------------------------------
+    void GLRenderSystem::_useLights(const LightList& lights, unsigned short limit)
+    {
+        // Save previous modelview
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        // just load view matrix (identity world)
+        GLfloat mat[16];
+        makeGLMatrix(mat, mViewMatrix);
+        glLoadMatrixf(mat);
+
+        LightList::const_iterator i, iend;
+        iend = lights.end();
+        unsigned short num = 0;
+        for (i = lights.begin(); i != iend && num < limit; ++i, ++num)
+        {
+            setGLLight(num, *i);
+            mLights[num] = *i;
+        }
+        // Disable extra lights
+        for (; num < mCurrentLights; ++num)
+        {
+            setGLLight(num, NULL);
+            mLights[num] = NULL;
+        }
+        mCurrentLights = std::min(limit, static_cast<unsigned short>(lights.size()));
+
+        setLights();
+
+        // restore previous
+        glPopMatrix();
+
+    }
+
+    void GLRenderSystem::setGLLight(size_t index, Light* lt)
+    {
+        GLenum gl_index = GL_LIGHT0 + index;
+
+        if (!lt)
+        {
+            // Disable in the scene
+            glDisable(gl_index);
+        }
+        else
+        {
+            switch (lt->getType())
+            {
+            case Light::LT_SPOTLIGHT:
+                glLightf( gl_index, GL_SPOT_CUTOFF, 0.5f * lt->getSpotlightOuterAngle().valueDegrees() );
+                break;
+            default:
+                glLightf( gl_index, GL_SPOT_CUTOFF, 180.0 );
+                break;
+            }
+
+            // Color
+            ColourValue col;
+            col = lt->getDiffuseColour();
+
+
+            GLfloat f4vals[4] = {col.r, col.g, col.b, col.a};
+            glLightfv(gl_index, GL_DIFFUSE, f4vals);
+            
+            col = lt->getSpecularColour();
+            f4vals[0] = col.r;
+            f4vals[1] = col.g;
+            f4vals[2] = col.b;
+            f4vals[3] = col.a;
+            glLightfv(gl_index, GL_SPECULAR, f4vals);
+
+
+            // Disable ambient light for movables;
+            f4vals[0] = 0;
+            f4vals[1] = 0;
+            f4vals[2] = 0;
+            f4vals[3] = 1;
+            glLightfv(gl_index, GL_AMBIENT, f4vals);
+
+            setGLLightPositionDirection(lt, gl_index);
+
+
+            // Attenuation
+            glLightf(gl_index, GL_CONSTANT_ATTENUATION, lt->getAttenuationConstant());
+            glLightf(gl_index, GL_LINEAR_ATTENUATION, lt->getAttenuationLinear());
+            glLightf(gl_index, GL_QUADRATIC_ATTENUATION, lt->getAttenuationQuadric());
+            // Enable in the scene
+            glEnable(gl_index);
+
+        }
+
+    }
+
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
+    {
+        size_t x = 0;
+        for (size_t i = 0; i < 4; i++)
+        {
+            for (size_t j = 0; j < 4; j++)
+            {
+                gl_matrix[x] = m[j][i];
+                x++;
+            }
+        }
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setWorldMatrix( const Matrix4 &m )
+    {
+        GLfloat mat[16];
+        mWorldMatrix = m;
+        makeGLMatrix( mat, mViewMatrix * mWorldMatrix );
+        glMatrixMode(GL_MODELVIEW);
+        glLoadMatrixf(mat);
+    }
+
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setViewMatrix( const Matrix4 &m )
+    {
+        mViewMatrix = m;
+
+        GLfloat mat[16];
+        makeGLMatrix(mat, mViewMatrix);
+        glMatrixMode(GL_MODELVIEW);
+        glLoadMatrixf(mat);
+
+        makeGLMatrix(mat, mWorldMatrix);
+        glMultMatrixf(mat);
+
+        setGLClipPlanes();
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setProjectionMatrix(const Matrix4 &m)
+    {
+        GLfloat mat[16];
+        makeGLMatrix(mat, m);
+        if (mActiveRenderTarget->requiresTextureFlipping())
+        {
+            // Invert y
+            mat[5] = -mat[5];
+        }
+        glMatrixMode(GL_PROJECTION);
+        glLoadMatrixf(mat);
+        glMatrixMode(GL_MODELVIEW);
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setSurfaceParams(const ColourValue &ambient,
+        const ColourValue &diffuse, const ColourValue &specular,
+        const ColourValue &emissive, Real shininess,
+        TrackVertexColourType tracking)
+    {
+        // XXX Cache previous values?
+        // XXX Front or Front and Back?
+
+        GLfloat f4val[4] = {diffuse.r, diffuse.g, diffuse.b, diffuse.a};
+        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, f4val);
+        f4val[0] = ambient.r;
+        f4val[1] = ambient.g;
+        f4val[2] = ambient.b;
+        f4val[3] = ambient.a;
+        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, f4val);
+        f4val[0] = specular.r;
+        f4val[1] = specular.g;
+        f4val[2] = specular.b;
+        f4val[3] = specular.a;
+        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, f4val);
+        f4val[0] = emissive.r;
+        f4val[1] = emissive.g;
+        f4val[2] = emissive.b;
+        f4val[3] = emissive.a;
+        glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, f4val);
+        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
+        
+        // Track vertex colour
+        if(tracking != TVC_NONE) 
+        {
+            GLenum gt = GL_DIFFUSE;
+            // There are actually 15 different combinations for tracking, of which
+            // GL only supports the most used 5. This means that we have to do some
+            // magic to find the best match. NOTE: 
+            //  GL_AMBIENT_AND_DIFFUSE != GL_AMBIENT | GL__DIFFUSE
+            if(tracking & TVC_AMBIENT) 
+            {
+                if(tracking & TVC_DIFFUSE)
+                {
+                    gt = GL_AMBIENT_AND_DIFFUSE;
+                } 
+                else 
+                {
+                    gt = GL_AMBIENT;
+                }
+            }
+            else if(tracking & TVC_DIFFUSE) 
+            {
+                gt = GL_DIFFUSE;
+            }
+            else if(tracking & TVC_SPECULAR) 
+            {
+                gt = GL_SPECULAR;              
+            }
+            else if(tracking & TVC_EMISSIVE) 
+            {
+                gt = GL_EMISSION;
+            }
+            glColorMaterial(GL_FRONT_AND_BACK, gt);
+            
+            glEnable(GL_COLOR_MATERIAL);
+        } 
+        else 
+        {
+            glDisable(GL_COLOR_MATERIAL);          
+        }
+    }
+
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setTexture(size_t stage, bool enabled, const String &texname)
+    {
+        GLTexturePtr tex = TextureManager::getSingleton().getByName(texname);
+
+        GLenum lastTextureType = mTextureTypes[stage];
+
+		glActiveTextureARB_ptr( GL_TEXTURE0 + stage );
+		if (enabled)
+        {
+            if (!tex.isNull())
+            {
+                // note used
+                tex->touch();
+                mTextureTypes[stage] = tex->getGLTextureTarget();
+            }
+            else
+                // assume 2D
+                mTextureTypes[stage] = GL_TEXTURE_2D;
+
+            if(lastTextureType != mTextureTypes[stage] && lastTextureType != 0)
+            {
+                glDisable( lastTextureType );
+            }
+
+			glEnable( mTextureTypes[stage] );
+			if(!tex.isNull())
+				glBindTexture( mTextureTypes[stage], tex->getGLID() );
+        }
+        else
+        {
+            if (lastTextureType != 0)
+            {
+                glDisable( mTextureTypes[stage] );
+            }
+			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+        }
+
+        glActiveTextureARB_ptr( GL_TEXTURE0 );
+    }
+
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setTextureCoordSet(size_t stage, size_t index)
+    {
+        mTextureCoordIndex[stage] = index;
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setTextureCoordCalculation(size_t stage, TexCoordCalcMethod m, 
+        const Frustum* frustum)
+    {
+        GLfloat M[16];
+        Matrix4 projectionBias;
+
+        // Default to no extra auto texture matrix
+        mUseAutoTextureMatrix = false;
+
+        GLfloat eyePlaneS[] = {1.0, 0.0, 0.0, 0.0};
+        GLfloat eyePlaneT[] = {0.0, 1.0, 0.0, 0.0};
+        GLfloat eyePlaneR[] = {0.0, 0.0, 1.0, 0.0};
+        GLfloat eyePlaneQ[] = {0.0, 0.0, 0.0, 1.0};
+
+        glActiveTextureARB_ptr( GL_TEXTURE0 + stage );
+
+        switch( m )
+        {
+        case TEXCALC_NONE:
+            glDisable( GL_TEXTURE_GEN_S );
+            glDisable( GL_TEXTURE_GEN_T );
+            glDisable( GL_TEXTURE_GEN_R );
+            glDisable( GL_TEXTURE_GEN_Q );
+            break;
+
+        case TEXCALC_ENVIRONMENT_MAP:
+            glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
+            glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
+
+            glEnable( GL_TEXTURE_GEN_S );
+            glEnable( GL_TEXTURE_GEN_T );
+            glDisable( GL_TEXTURE_GEN_R );
+            glDisable( GL_TEXTURE_GEN_Q );
+
+            // Need to use a texture matrix to flip the spheremap
+            mUseAutoTextureMatrix = true;
+            memset(mAutoTextureMatrix, 0, sizeof(GLfloat)*16);
+            mAutoTextureMatrix[0] = mAutoTextureMatrix[10] = mAutoTextureMatrix[15] = 1.0f;
+            mAutoTextureMatrix[5] = -1.0f;
+
+            break;
+
+        case TEXCALC_ENVIRONMENT_MAP_PLANAR:            
+            // XXX This doesn't seem right?!
+#ifdef GL_VERSION_1_3
+            glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
+            glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
+            glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
+
+            glEnable( GL_TEXTURE_GEN_S );
+            glEnable( GL_TEXTURE_GEN_T );
+            glEnable( GL_TEXTURE_GEN_R );
+            glDisable( GL_TEXTURE_GEN_Q );
+#else
+            glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
+            glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
+
+            glEnable( GL_TEXTURE_GEN_S );
+            glEnable( GL_TEXTURE_GEN_T );
+            glDisable( GL_TEXTURE_GEN_R );
+            glDisable( GL_TEXTURE_GEN_Q );
+#endif
+            break;
+        case TEXCALC_ENVIRONMENT_MAP_REFLECTION:
+            
+            glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
+            glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
+            glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
+
+            glEnable( GL_TEXTURE_GEN_S );
+            glEnable( GL_TEXTURE_GEN_T );
+            glEnable( GL_TEXTURE_GEN_R );
+            glDisable( GL_TEXTURE_GEN_Q );
+
+            // We need an extra texture matrix here
+            // This sets the texture matrix to be the inverse of the modelview matrix
+            mUseAutoTextureMatrix = true;
+            glGetFloatv( GL_MODELVIEW_MATRIX, M );
+
+            // Transpose 3x3 in order to invert matrix (rotation)
+            // Note that we need to invert the Z _before_ the rotation
+            // No idea why we have to invert the Z at all, but reflection is wrong without it
+            mAutoTextureMatrix[0] = M[0]; mAutoTextureMatrix[1] = M[4]; mAutoTextureMatrix[2] = -M[8];
+            mAutoTextureMatrix[4] = M[1]; mAutoTextureMatrix[5] = M[5]; mAutoTextureMatrix[6] = -M[9];
+            mAutoTextureMatrix[8] = M[2]; mAutoTextureMatrix[9] = M[6]; mAutoTextureMatrix[10] = -M[10];
+            mAutoTextureMatrix[3] = mAutoTextureMatrix[7] = mAutoTextureMatrix[11] = 0.0f;
+            mAutoTextureMatrix[12] = mAutoTextureMatrix[13] = mAutoTextureMatrix[14] = 0.0f;
+            mAutoTextureMatrix[15] = 1.0f;
+
+            break;
+        case TEXCALC_ENVIRONMENT_MAP_NORMAL:
+            glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP );
+            glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP );
+            glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP );
+
+            glEnable( GL_TEXTURE_GEN_S );
+            glEnable( GL_TEXTURE_GEN_T );
+            glEnable( GL_TEXTURE_GEN_R );
+            glDisable( GL_TEXTURE_GEN_Q );
+            break;
+        case TEXCALC_PROJECTIVE_TEXTURE:
+            glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+            glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+            glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+            glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+            glTexGenfv(GL_S, GL_EYE_PLANE, eyePlaneS);
+            glTexGenfv(GL_T, GL_EYE_PLANE, eyePlaneT);
+            glTexGenfv(GL_R, GL_EYE_PLANE, eyePlaneR);
+            glTexGenfv(GL_Q, GL_EYE_PLANE, eyePlaneQ);
+            glEnable(GL_TEXTURE_GEN_S);
+            glEnable(GL_TEXTURE_GEN_T);
+            glEnable(GL_TEXTURE_GEN_R);
+            glEnable(GL_TEXTURE_GEN_Q);
+
+            mUseAutoTextureMatrix = true;
+
+            // Set scale and translation matrix for projective textures
+            projectionBias = Matrix4::ZERO;
+            projectionBias[0][0] = 0.5; projectionBias[1][1] = -0.5; 
+            projectionBias[2][2] = 1.0; projectionBias[0][3] = 0.5; 
+            projectionBias[1][3] = 0.5; projectionBias[3][3] = 1.0;
+
+            projectionBias = projectionBias * frustum->getProjectionMatrix();
+            projectionBias = projectionBias * frustum->getViewMatrix();
+            projectionBias = projectionBias * mWorldMatrix;
+
+            makeGLMatrix(mAutoTextureMatrix, projectionBias);
+            break;
+        default:
+            break;
+        }
+        glActiveTextureARB_ptr( GL_TEXTURE0 );
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setTextureAddressingMode(size_t stage, TextureUnitState::TextureAddressingMode tam)
+    {
+        GLint type;
+        switch(tam)
+        {
+        case TextureUnitState::TAM_WRAP:
+            type = GL_REPEAT;
+            break;
+        case TextureUnitState::TAM_MIRROR:
+            type = GL_MIRRORED_REPEAT;
+            break;
+        case TextureUnitState::TAM_CLAMP:
+            type = GL_CLAMP_TO_EDGE;
+            break;
+        }
+
+        glActiveTextureARB_ptr( GL_TEXTURE0 + stage );
+        glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S, type );
+        glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T, type );
+        glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R, type );
+        glActiveTextureARB_ptr( GL_TEXTURE0 );
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setTextureMatrix(size_t stage, const Matrix4& xform)
+    {
+        GLfloat mat[16];
+        makeGLMatrix(mat, xform);
+
+		if(mTextureTypes[stage] != GL_TEXTURE_3D && 
+		   mTextureTypes[stage] != GL_TEXTURE_CUBE_MAP)
+		{
+			// Convert 3x3 rotation/translation matrix to 4x4
+			mat[12] = mat[8];
+			mat[13] = mat[9];
+		}
+//        mat[14] = mat[10];
+//        mat[15] = mat[11];
+
+//        for (int j=0; j< 4; j++)
+//        {
+//            int x = 0;
+//            for (x = 0; x < 4; x++)
+//            {
+//                printf("[%2d]=%0.2f\t", (x*4) + j, mat[(x*4) + j]);
+//            }
+//            printf("\n");
+//        }
+
+        glActiveTextureARB_ptr(GL_TEXTURE0 + stage);
+        glMatrixMode(GL_TEXTURE);
+
+        if (mUseAutoTextureMatrix)
+        {
+            // Load auto matrix in
+            glLoadMatrixf(mAutoTextureMatrix);
+            // Concat new matrix
+            glMultMatrixf(mat);
+
+        }
+        else
+        {
+            // Just load this matrix
+            glLoadMatrixf(mat);
+        }
+
+        glMatrixMode(GL_MODELVIEW);
+        glActiveTextureARB_ptr(GL_TEXTURE0);
+    }
+    //-----------------------------------------------------------------------------
+    GLint GLRenderSystem::getBlendMode(SceneBlendFactor ogreBlend) const
+    {
+        switch(ogreBlend)
+        {
+        case SBF_ONE:
+            return GL_ONE;
+        case SBF_ZERO:
+            return GL_ZERO;
+        case SBF_DEST_COLOUR:
+            return GL_DST_COLOR;
+        case SBF_SOURCE_COLOUR:
+            return GL_SRC_COLOR;
+        case SBF_ONE_MINUS_DEST_COLOUR:
+            return GL_ONE_MINUS_DST_COLOR;
+        case SBF_ONE_MINUS_SOURCE_COLOUR:
+            return GL_ONE_MINUS_SRC_COLOR;
+        case SBF_DEST_ALPHA:
+            return GL_DST_ALPHA;
+        case SBF_SOURCE_ALPHA:
+            return GL_SRC_ALPHA;
+        case SBF_ONE_MINUS_DEST_ALPHA:
+            return GL_ONE_MINUS_DST_ALPHA;
+        case SBF_ONE_MINUS_SOURCE_ALPHA:
+            return GL_ONE_MINUS_SRC_ALPHA;
+        };
+		// to keep compiler happy
+		return GL_ONE;
+    }
+
+    void GLRenderSystem::_setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor)
+    {
+        GLint sourceBlend = getBlendMode(sourceFactor);
+        GLint destBlend = getBlendMode(destFactor);
+        
+        glEnable(GL_BLEND);
+        glBlendFunc(sourceBlend, destBlend);
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setAlphaRejectSettings(CompareFunction func, unsigned char value)
+    {
+        glEnable(GL_ALPHA_TEST);
+        glAlphaFunc(convertCompareFunction(func), value / 255.0f);
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setViewport(Viewport *vp)
+    {
+        // Check if viewport is different
+        if (vp != mActiveViewport || vp->_isUpdated())
+        {
+            RenderTarget* target;
+            target = vp->getTarget();
+            _setRenderTarget(target);
+            mActiveViewport = vp;
+              
+              GLsizei x, y, w, h;
+ 
+              // Calculate the "lower-left" corner of the viewport
+              w = vp->getActualWidth();
+              h = vp->getActualHeight();
+              x = vp->getActualLeft();
+              y = target->getHeight() - vp->getActualTop() - h;
+  
+              glViewport(x, y, w, h);
+  
+              // Configure the viewport clipping
+              glScissor(x, y, w, h);
+  
+              vp->_clearUpdatedFlag();
+        }
+    }
+
+	void GLRenderSystem::setLights()
+	{
+        for (size_t i = 0; i < MAX_LIGHTS; ++i)
+        {
+            if (mLights[i] != NULL)
+            {
+                Light* lt = mLights[i];
+                setGLLightPositionDirection(lt, GL_LIGHT0 + i);
+            }
+        }
+	}
+
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_beginFrame(void)
+    {
+        OgreGuard( "GLRenderSystem::_beginFrame" );
+        
+        if (!mActiveViewport)
+            OGRE_EXCEPT(999, "Cannot begin frame - no viewport selected.",
+                "GLRenderSystem::_beginFrame");
+
+        // Clear the viewport if required
+        if (mActiveViewport->getClearEveryFrame())
+        {
+            // Activate the viewport clipping
+            glEnable(GL_SCISSOR_TEST);
+
+            clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, 
+                mActiveViewport->getBackgroundColour());
+        }        
+
+        OgreUnguard();
+    }
+   
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_endFrame(void)
+    {
+        // Deactivate the viewport clipping.
+        glDisable(GL_SCISSOR_TEST);
+    }
+
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setCullingMode(CullingMode mode)
+    {
+        // NB: Because two-sided stencil API dependence of the front face, we must
+        // use the same 'winding' for the front face everywhere. As the OGRE default
+        // culling mode is clockwise, we also treat anticlockwise winding as front
+        // face for consistently. On the assumption that, we can't change the front
+        // face by glFrontFace anywhere.
+
+        GLenum cullMode;
+
+        switch( mode )
+        {
+        case CULL_NONE:
+            glDisable( GL_CULL_FACE );
+            return;
+        case CULL_CLOCKWISE:
+            if (mActiveRenderTarget && 
+                ((mActiveRenderTarget->requiresTextureFlipping() && !mInvertVertexWinding) ||
+                (!mActiveRenderTarget->requiresTextureFlipping() && mInvertVertexWinding)))
+            {
+                cullMode = GL_FRONT;
+            }
+            else
+            {
+                cullMode = GL_BACK;
+            }
+            break;
+        case CULL_ANTICLOCKWISE:
+            if (mActiveRenderTarget && 
+                ((mActiveRenderTarget->requiresTextureFlipping() && !mInvertVertexWinding) ||
+                (!mActiveRenderTarget->requiresTextureFlipping() && mInvertVertexWinding)))
+            {
+                cullMode = GL_BACK;
+            }
+            else
+            {
+                cullMode = GL_FRONT;
+            }
+            break;
+        }
+
+        glEnable( GL_CULL_FACE );
+        glCullFace( cullMode );
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setDepthBufferParams(bool depthTest, bool depthWrite, CompareFunction depthFunction)
+    {
+        _setDepthBufferCheckEnabled(depthTest);
+        _setDepthBufferWriteEnabled(depthWrite);
+        _setDepthBufferFunction(depthFunction);
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setDepthBufferCheckEnabled(bool enabled)
+    {
+        if (enabled)
+        {
+            glClearDepth(1.0f);
+            glEnable(GL_DEPTH_TEST);
+        }
+        else
+        {
+            glDisable(GL_DEPTH_TEST);
+        }
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setDepthBufferWriteEnabled(bool enabled)
+    {
+        GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
+        glDepthMask( flag );  
+        // Store for reference in _beginFrame
+        mDepthWrite = enabled;
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setDepthBufferFunction(CompareFunction func)
+    {
+        glDepthFunc(convertCompareFunction(func));
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setDepthBias(ushort bias)
+    {
+        if (bias > 0)
+        {
+            glEnable(GL_POLYGON_OFFSET_FILL);
+            glEnable(GL_POLYGON_OFFSET_POINT);
+            glEnable(GL_POLYGON_OFFSET_LINE);
+            // Bias is in {0, 16}, scale the unit addition appropriately
+            glPolygonOffset(0.0f, -bias);
+        }
+        else
+        {
+            glDisable(GL_POLYGON_OFFSET_FILL);
+            glDisable(GL_POLYGON_OFFSET_POINT);
+            glDisable(GL_POLYGON_OFFSET_LINE);
+        }
+    }
+	//-----------------------------------------------------------------------------
+	void GLRenderSystem::_setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
+	{
+		glColorMask(red, green, blue, alpha);
+		// record this
+		mColourWrite[0] = red;
+		mColourWrite[1] = blue;
+		mColourWrite[2] = green;
+		mColourWrite[3] = alpha;
+	}
+	//-----------------------------------------------------------------------------
+    String GLRenderSystem::getErrorDescription(long errCode) const
+    {
+        const GLubyte *errString = gluErrorString (errCode);
+        return String((const char*) errString);
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::setLightingEnabled(bool enabled)
+    {
+        if (enabled) 
+        {      
+            glEnable(GL_LIGHTING);
+        } 
+        else 
+        {
+            glDisable(GL_LIGHTING);
+        }
+    }
+    //-----------------------------------------------------------------------------
+    void GLRenderSystem::_setFog(FogMode mode, const ColourValue& colour, Real density, Real start, Real end)
+    {
+
+        GLint fogMode;
+        switch (mode)
+        {
+        case FOG_EXP:
+            fogMode = GL_EXP;
+            break;
+        case FOG_EXP2:
+            fogMode = GL_EXP2;
+            break;
+        case FOG_LINEAR:
+            fogMode = GL_LINEAR;
+            break;
+        default:
+            // Give up on it
+            glDisable(GL_FOG);
+            return;
+        }
+
+        glEnable(GL_FOG);
+        glFogi(GL_FOG_MODE, fogMode);
+        GLfloat fogColor[4] = {colour.r, colour.g, colour.b, colour.a};
+        glFogfv(GL_FOG_COLOR, fogColor);
+        glFogf(GL_FOG_DENSITY, density);
+        glFogf(GL_FOG_START, start);
+        glFogf(GL_FOG_END, end);
+        // XXX Hint here?
+    }
+
+    void GLRenderSystem::convertColourValue(const ColourValue& colour, uint32* pDest)
+    {
+    #if OGRE_ENDIAN == OGRE_ENDIAN_BIG
+        *pDest = colour.getAsRGBA();
+    #else
+      // GL accesses by byte, so use ABGR so little-endian format will make it RGBA in byte mode
+        *pDest = colour.getAsABGR();
+    #endif
+    }
+    
+    void GLRenderSystem::_makeProjectionMatrix(const Radian& fovy, Real aspect, Real nearPlane, 
+        Real farPlane, Matrix4& dest, bool forGpuProgram)
+    {
+        Radian thetaY ( fovy / 2.0f );
+        Real tanThetaY = Math::Tan(thetaY);
+        //Real thetaX = thetaY * aspect;
+        //Real tanThetaX = Math::Tan(thetaX);
+
+        // Calc matrix elements
+        Real w = (1.0f / tanThetaY) / aspect;
+        Real h = 1.0f / tanThetaY;
+        Real q, qn;
+        if (farPlane == 0)
+        {
+            // Infinite far plane
+            q = Frustum::INFINITE_FAR_PLANE_ADJUST - 1;
+            qn = nearPlane * (Frustum::INFINITE_FAR_PLANE_ADJUST - 2);
+        }
+        else
+        {
+            q = -(farPlane + nearPlane) / (farPlane - nearPlane);
+            qn = -2 * (farPlane * nearPlane) / (farPlane - nearPlane);
+        }
+
+        // NB This creates Z in range [-1,1]
+        //
+        // [ w   0   0   0  ]
+        // [ 0   h   0   0  ]
+        // [ 0   0   q   qn ]
+        // [ 0   0   -1  0  ]
+
+        dest = Matrix4::ZERO;
+        dest[0][0] = w;
+        dest[1][1] = h;
+        dest[2][2] = q;
+        dest[2][3] = qn;
+        dest[3][2] = -1;
+
+    }
+    
+    void GLRenderSystem::_makeOrthoMatrix(const Radian& fovy, Real aspect, Real nearPlane, 
+        Real farPlane, Matrix4& dest, bool forGpuProgram)
+    {
+        Radian thetaY (fovy / 2.0f);
+        Real tanThetaY = Math::Tan(thetaY);
+
+        //Real thetaX = thetaY * aspect;
+        Real tanThetaX = tanThetaY * aspect; //Math::Tan(thetaX);
+        Real half_w = tanThetaX * nearPlane;
+        Real half_h = tanThetaY * nearPlane;
+        Real iw = 1.0 / half_w;
+        Real ih = 1.0 / half_h;
+        Real q;
+        if (farPlane == 0)
+        {
+            q = 0;
+        }
+        else
+        {
+            q = 2.0 / (farPlane - nearPlane);
+        }
+        dest = Matrix4::ZERO;
+        dest[0][0] = iw;
+        dest[1][1] = ih;
+        dest[2][2] = -q;
+        dest[2][3] = - (farPlane + nearPlane)/(farPlane - nearPlane);
+        dest[3][3] = 1;
+	}
+
+    void GLRenderSystem::_setRasterisationMode(SceneDetailLevel level)
+    {
+        GLenum glmode;
+        switch(level)
+        {
+        case SDL_POINTS:
+            glmode = GL_POINT;
+            break;
+        case SDL_WIREFRAME:
+            glmode = GL_LINE;
+            break;
+        case SDL_SOLID:
+            glmode = GL_FILL;
+            break;
+        }
+        glPolygonMode(GL_FRONT_AND_BACK, glmode);
+    }
+    //---------------------------------------------------------------------
+    void GLRenderSystem::setStencilCheckEnabled(bool enabled)
+    {
+        if (enabled)
+        {
+            glEnable(GL_STENCIL_TEST);
+        }
+        else
+        {
+            glDisable(GL_STENCIL_TEST);
+        }
+    }
+    //---------------------------------------------------------------------
+    void GLRenderSystem::setStencilBufferParams(CompareFunction func, 
+        uint32 refValue, uint32 mask, StencilOperation stencilFailOp, 
+        StencilOperation depthFailOp, StencilOperation passOp, 
+        bool twoSidedOperation)
+    {
+        bool flip;
+
+        if (twoSidedOperation)
+        {
+            if (!mCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
+                OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "2-sided stencils are not supported",
+                    "GLRenderSystem::setStencilBufferParams");
+            glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+            // NB: We should always treat CCW as front face for consistent with default
+            // culling mode. Therefore, we must take care with two-sided stencil settings.
+            flip = (mInvertVertexWinding && !mActiveRenderTarget->requiresTextureFlipping()) ||
+                   (!mInvertVertexWinding && mActiveRenderTarget->requiresTextureFlipping());
+
+            // Set alternative versions of ops
+            glActiveStencilFaceEXT_ptr(GL_BACK);
+            glStencilMask(mask);
+            glStencilFunc(convertCompareFunction(func), refValue, mask);
+            glStencilOp(
+                convertStencilOp(stencilFailOp, !flip), 
+                convertStencilOp(depthFailOp, !flip), 
+                convertStencilOp(passOp, !flip));
+            // reset
+            glActiveStencilFaceEXT_ptr(GL_FRONT);
+        }
+        else
+        {
+            glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+            flip = false;
+        }
+
+        glStencilMask(mask);
+        glStencilFunc(convertCompareFunction(func), refValue, mask);
+        glStencilOp(
+            convertStencilOp(stencilFailOp, flip),
+            convertStencilOp(depthFailOp, flip), 
+            convertStencilOp(passOp, flip));
+    }
+    //---------------------------------------------------------------------
+    GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
+    {
+        switch(func)
+        {
+        case CMPF_ALWAYS_FAIL:
+            return GL_NEVER;
+        case CMPF_ALWAYS_PASS:
+            return GL_ALWAYS;
+        case CMPF_LESS:
+            return GL_LESS;
+        case CMPF_LESS_EQUAL:
+            return GL_LEQUAL;
+        case CMPF_EQUAL:
+            return GL_EQUAL;
+        case CMPF_NOT_EQUAL:
+            return GL_NOTEQUAL;
+        case CMPF_GREATER_EQUAL:
+            return GL_GEQUAL;
+        case CMPF_GREATER:
+            return GL_GREATER;
+        };
+        // to keep compiler happy
+        return GL_ALWAYS;
+    }
+    //---------------------------------------------------------------------
+    GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
+    {
+        switch(op)
+        {
+        case SOP_KEEP:
+            return GL_KEEP;
+        case SOP_ZERO:
+            return GL_ZERO;
+        case SOP_REPLACE:
+            return GL_REPLACE;
+        case SOP_INCREMENT:
+            return invert ? GL_DECR : GL_INCR;
+        case SOP_DECREMENT:
+            return invert ? GL_INCR : GL_DECR;
+        case SOP_INCREMENT_WRAP:
+            return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
+        case SOP_DECREMENT_WRAP:
+            return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
+        case SOP_INVERT:
+            return GL_INVERT;
+        };
+        // to keep compiler happy
+        return SOP_KEEP;
+    }
+	//---------------------------------------------------------------------
+    GLuint GLRenderSystem::getCombinedMinMipFilter(void) const
+    {
+        switch(mMinFilter)
+        {
+        case FO_ANISOTROPIC:
+        case FO_LINEAR:
+            switch(mMipFilter)
+            {
+            case FO_ANISOTROPIC:
+            case FO_LINEAR:
+                // linear min, linear mip
+                return GL_LINEAR_MIPMAP_LINEAR;
+            case FO_POINT:
+                // linear min, point mip
+                return GL_LINEAR_MIPMAP_NEAREST;
+            case FO_NONE:
+                // linear min, no mip
+                return GL_LINEAR;
+            }
+            break;
+        case FO_POINT:
+        case FO_NONE:
+            switch(mMipFilter)
+            {
+            case FO_ANISOTROPIC:
+            case FO_LINEAR:
+                // nearest min, linear mip
+                return GL_NEAREST_MIPMAP_LINEAR;
+            case FO_POINT:
+                // nearest min, point mip
+                return GL_NEAREST_MIPMAP_NEAREST;
+            case FO_NONE:
+                // nearest min, no mip
+                return GL_NEAREST;
+            }
+            break;
+        }
+
+        // should never get here
+        return 0;
+
+    }
+	//---------------------------------------------------------------------
+    void GLRenderSystem::_setTextureUnitFiltering(size_t unit, 
+        FilterType ftype, FilterOptions fo)
+	{
+        OgreGuard( "GLRenderSystem::_setTextureUnitFiltering" );        
+
+		glActiveTextureARB_ptr( GL_TEXTURE0 + unit );
+        switch(ftype)
+        {
+        case FT_MIN:
+            mMinFilter = fo;
+            // Combine with existing mip filter
+			glTexParameteri(
+                mTextureTypes[unit],
+				GL_TEXTURE_MIN_FILTER, 
+				getCombinedMinMipFilter());
+            break;
+        case FT_MAG:
+            switch (fo)
+            {
+            case FO_ANISOTROPIC: // GL treats linear and aniso the same
+            case FO_LINEAR:
+			    glTexParameteri(
+                    mTextureTypes[unit],
+				    GL_TEXTURE_MAG_FILTER, 
+				    GL_LINEAR);
+                break;
+            case FO_POINT:
+            case FO_NONE:
+			    glTexParameteri(
+                    mTextureTypes[unit],
+				    GL_TEXTURE_MAG_FILTER, 
+				    GL_NEAREST);
+                break;
+            }
+            break;
+        case FT_MIP:
+            mMipFilter = fo;
+            // Combine with existing min filter
+			glTexParameteri(
+                mTextureTypes[unit],
+				GL_TEXTURE_MIN_FILTER, 
+				getCombinedMinMipFilter());
+            break;
+		}
+
+        glActiveTextureARB_ptr( GL_TEXTURE0 );
+
+		OgreUnguard();
+	}
+	//---------------------------------------------------------------------
+	GLfloat GLRenderSystem::_getCurrentAnisotropy(size_t unit)
+	{
+		GLfloat curAniso = 0;
+		glGetTexParameterfv(mTextureTypes[unit], 
+            GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
+		return curAniso ? curAniso : 1;
+	}
+	//---------------------------------------------------------------------
+	void GLRenderSystem::_setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy)
+	{
+       if (!mCapabilities->hasCapability(RSC_ANISOTROPY))
+			return;
+
+		GLfloat largest_supported_anisotropy = 0;
+		glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
+		if (maxAnisotropy > largest_supported_anisotropy)
+			maxAnisotropy = largest_supported_anisotropy ? largest_supported_anisotropy : 1;
+		if (_getCurrentAnisotropy(unit) != maxAnisotropy)
+			glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy);
+	}
+	//-----------------------------------------------------------------------------
+    void GLRenderSystem::_setTextureBlendMode(size_t stage, const LayerBlendModeEx& bm)
+    {       
+        // Check to see if blending is supported
+        if(!mCapabilities->hasCapability(RSC_BLENDING))
+            return;
+
+        GLenum src1op, src2op, cmd;
+        GLfloat cv1[4], cv2[4];
+
+		if (bm.blendType == LBT_COLOUR)
+        {
+		    cv1[0] = bm.colourArg1.r;
+		    cv1[1] = bm.colourArg1.g;
+		    cv1[2] = bm.colourArg1.b;
+		    cv1[3] = bm.colourArg1.a;
+
+		    cv2[0] = bm.colourArg2.r;
+		    cv2[1] = bm.colourArg2.g;
+		    cv2[2] = bm.colourArg2.b;
+		    cv2[3] = bm.colourArg2.a;
+        }
+
+		if (bm.blendType == LBT_ALPHA)
+        {
+		    cv1[0] = 0;
+		    cv1[1] = 0;
+		    cv1[2] = 0;
+		    cv1[3] = bm.alphaArg1;
+
+		    cv2[0] = 0;
+		    cv2[1] = 0;
+		    cv2[2] = 0;
+		    cv2[3] = bm.alphaArg2;
+        }
+
+        switch (bm.source1)
+        {
+        case LBS_CURRENT:
+            src1op = GL_PREVIOUS;
+            break;
+        case LBS_TEXTURE:
+            src1op = GL_TEXTURE;
+            break;
+        case LBS_MANUAL:
+            src1op = GL_CONSTANT;
+			break;
+        case LBS_DIFFUSE:
+            src1op = GL_PRIMARY_COLOR;
+			break;
+        // XXX
+        case LBS_SPECULAR:
+		default:
+            src1op = 0;
+        }
+
+        switch (bm.source2)
+        {
+        case LBS_CURRENT:
+            src2op = GL_PREVIOUS;
+            break;
+        case LBS_TEXTURE:
+            src2op = GL_TEXTURE;
+            break;
+        case LBS_MANUAL:
+			src2op = GL_CONSTANT;
+			break;
+		case LBS_DIFFUSE:
+            src2op = GL_PRIMARY_COLOR;
+			break;
+        // XXX
+        case LBS_SPECULAR:
+		default:
+            src2op = 0;
+        }
+
+        switch (bm.operation)
+        {
+        case LBX_SOURCE1:
+            cmd = GL_REPLACE;
+            break;
+        case LBX_SOURCE2:
+            cmd = GL_REPLACE;
+            break;
+        case LBX_MODULATE:
+            cmd = GL_MODULATE;
+            break;
+        case LBX_MODULATE_X2:
+            cmd = GL_MODULATE;
+            break;
+        case LBX_MODULATE_X4:
+            cmd = GL_MODULATE;
+            break;
+        case LBX_ADD:
+            cmd = GL_ADD;
+            break;
+        case LBX_ADD_SIGNED:
+            cmd = GL_ADD_SIGNED;
+            break;
+        case LBX_SUBTRACT:
+            cmd = GL_SUBTRACT;
+            break;
+        case LBX_BLEND_DIFFUSE_ALPHA:
+            cmd = GL_INTERPOLATE;
+            break;
+        case LBX_BLEND_TEXTURE_ALPHA:
+            cmd = GL_INTERPOLATE;
+            break;
+        case LBX_BLEND_CURRENT_ALPHA:
+            cmd = GL_INTERPOLATE;
+            break;
+        case LBX_BLEND_MANUAL:
+            cmd = GL_INTERPOLATE;
+            break;
+        case LBX_DOTPRODUCT:
+            cmd = mCapabilities->hasCapability(RSC_DOT3) 
+                ? GL_DOT3_RGB : GL_MODULATE;
+            break;
+		default:
+            cmd = 0;
+        }
+
+		glActiveTextureARB_ptr(GL_TEXTURE0 + stage);
+		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+
+	    if (bm.blendType == LBT_COLOUR)
+	    {
+		    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, cmd);
+		    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, src1op);
+		    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, src2op);
+		    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
+	    }
+	    else
+	    {
+		    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, cmd);
+		    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, src1op);
+		    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, src2op);
+		    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
+	    }
+
+        float blendValue[4] = {0, 0, 0, bm.factor};
+        switch (bm.operation)
+        {
+        case LBX_BLEND_DIFFUSE_ALPHA:
+            glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_PRIMARY_COLOR);
+            glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_PRIMARY_COLOR);
+            break;
+        case LBX_BLEND_TEXTURE_ALPHA:
+			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);
+			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_TEXTURE);
+            break;
+        case LBX_BLEND_CURRENT_ALPHA:
+			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_PREVIOUS);
+			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_PREVIOUS);
+            break;
+        case LBX_BLEND_MANUAL:
+            glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, blendValue);
+            break;
+        default:
+            break;
+        };
+
+        switch (bm.operation)
+        {
+        case LBX_MODULATE_X2:
+			glTexEnvi(GL_TEXTURE_ENV, bm.blendType == LBT_COLOUR ? 
+                GL_RGB_SCALE : GL_ALPHA_SCALE, 2);
+            break;
+        case LBX_MODULATE_X4:
+			glTexEnvi(GL_TEXTURE_ENV, bm.blendType == LBT_COLOUR ? 
+                GL_RGB_SCALE : GL_ALPHA_SCALE, 4);
+            break;
+        default:
+			glTexEnvi(GL_TEXTURE_ENV, bm.blendType == LBT_COLOUR ? 
+                GL_RGB_SCALE : GL_ALPHA_SCALE, 1);
+            break;
+		}
+
+		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
+		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
+		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
+		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
+        if(bm.source1 == LBS_MANUAL)
+            glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, cv1);
+        if (bm.source2 == LBS_MANUAL)
+            glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, cv2);
+
+        glActiveTextureARB_ptr(GL_TEXTURE0);
+	}
+    //---------------------------------------------------------------------
+    void GLRenderSystem::setGLLightPositionDirection(Light* lt, GLenum lightindex)
+    {
+        // Set position / direction
+        Vector4 vec;
+		// Use general 4D vector which is the same as GL's approach
+		vec = lt->getAs4DVector();
+
+#if OGRE_DOUBLE_PRECISION
+		// Must convert to float*
+		float tmp[4] = {vec.x, vec.y, vec.z, vec.w};
+		glLightfv(lightindex, GL_POSITION, tmp);
+#else
+		glLightfv(lightindex, GL_POSITION, vec.val);
+#endif
+		// Set spotlight direction
+        if (lt->getType() == Light::LT_SPOTLIGHT)
+        {
+            vec = lt->getDerivedDirection();
+            vec.w = 0.0; 
+#if OGRE_DOUBLE_PRECISION
+			// Must convert to float*
+			float tmp2[4] = {vec.x, vec.y, vec.z, vec.w};
+			glLightfv(lightindex, GL_SPOT_DIRECTION, tmp2);
+#else
+            glLightfv(lightindex, GL_SPOT_DIRECTION, vec.val);
+#endif
+        }
+    }
+    //---------------------------------------------------------------------
+	void GLRenderSystem::setVertexDeclaration(VertexDeclaration* decl)
+	{
+	}
+    //---------------------------------------------------------------------
+	void GLRenderSystem::setVertexBufferBinding(VertexBufferBinding* binding)
+	{
+	}
+    //---------------------------------------------------------------------
+    void GLRenderSystem::_render(const RenderOperation& op)
+	{
+        // Guard
+        OgreGuard ("GLRenderSystem::_render");
+        // Call super class
+        RenderSystem::_render(op);
+
+        void* pBufferData = 0;
+        
+        const VertexDeclaration::VertexElementList& decl = 
+            op.vertexData->vertexDeclaration->getElements();
+        VertexDeclaration::VertexElementList::const_iterator elem, elemEnd;
+        elemEnd = decl.end();
+
+        for (elem = decl.begin(); elem != elemEnd; ++elem)
+        {
+            HardwareVertexBufferSharedPtr vertexBuffer = 
+                op.vertexData->vertexBufferBinding->getBuffer(elem->getSource());
+            if(mCapabilities->hasCapability(RSC_VBO))
+            {
+                glBindBufferARB_ptr(GL_ARRAY_BUFFER_ARB, 
+                    static_cast<const GLHardwareVertexBuffer*>(vertexBuffer.get())->getGLBufferId());
+                pBufferData = VBO_BUFFER_OFFSET(elem->getOffset());
+            }
+            else
+            {
+                pBufferData = static_cast<const GLDefaultHardwareVertexBuffer*>(vertexBuffer.get())->getDataPtr(elem->getOffset());
+            }
+
+            unsigned int i = 0;
+
+            switch(elem->getSemantic())
+            {
+            case VES_POSITION:
+                glVertexPointer(VertexElement::getTypeCount(
+                    elem->getType()), 
+                    GLHardwareBufferManager::getGLType(elem->getType()), 
+                    static_cast<GLsizei>(vertexBuffer->getVertexSize()), 
+                    pBufferData);
+                glEnableClientState( GL_VERTEX_ARRAY );
+                break;
+            case VES_NORMAL:
+                glNormalPointer(
+                    GLHardwareBufferManager::getGLType(elem->getType()), 
+                    static_cast<GLsizei>(vertexBuffer->getVertexSize()), 
+                    pBufferData);
+                glEnableClientState( GL_NORMAL_ARRAY );
+                break;
+            case VES_DIFFUSE:
+                glColorPointer(4, 
+                    GLHardwareBufferManager::getGLType(elem->getType()), 
+                    static_cast<GLsizei>(vertexBuffer->getVertexSize()), 
+                    pBufferData);
+                glEnableClientState( GL_COLOR_ARRAY );
+                break;
+            case VES_SPECULAR:
+                glSecondaryColorPointerEXT_ptr(4, 
+                    GLHardwareBufferManager::getGLType(elem->getType()), 
+                    static_cast<GLsizei>(vertexBuffer->getVertexSize()), 
+                    pBufferData);
+                glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
+                break;
+            case VES_TEXTURE_COORDINATES:
+
+                for (i = 0; i < mCapabilities->getNumTextureUnits(); i++)
+                {
+					// Only set this texture unit's texcoord pointer if it
+					// is supposed to be using this element's index
+					if (mTextureCoordIndex[i] == elem->getIndex())
+					{
+						glClientActiveTextureARB_ptr(GL_TEXTURE0 + i);
+						glTexCoordPointer(
+							VertexElement::getTypeCount(elem->getType()), 
+							GLHardwareBufferManager::getGLType(elem->getType()),
+                            static_cast<GLsizei>(vertexBuffer->getVertexSize()), 
+                                pBufferData);
+						glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+					}
+                }
+                break;
+            case VES_BLEND_INDICES:
+                assert(mCapabilities->hasCapability(RSC_VERTEX_PROGRAM));
+                glVertexAttribPointerARB_ptr(
+                    7, // matrix indices are vertex attribute 7 (no def?)
+                    VertexElement::getTypeCount(elem->getType()), 
+                    GLHardwareBufferManager::getGLType(elem->getType()), 
+                    GL_FALSE, // normalisation disabled
+                    static_cast<GLsizei>(vertexBuffer->getVertexSize()), 
+                    pBufferData);
+                glEnableVertexAttribArrayARB_ptr(7);
+                break;
+            case VES_BLEND_WEIGHTS:
+                assert(mCapabilities->hasCapability(RSC_VERTEX_PROGRAM));
+                glVertexAttribPointerARB_ptr(
+                    1, // weights are vertex attribute 1 (no def?)
+                    VertexElement::getTypeCount(elem->getType()), 
+                    GLHardwareBufferManager::getGLType(elem->getType()), 
+                    GL_FALSE, // normalisation disabled
+                    static_cast<GLsizei>(vertexBuffer->getVertexSize()), 
+                    pBufferData);
+                glEnableVertexAttribArrayARB_ptr(1);
+                break;
+            default:
+                break;
+            };
+
+        }
+
+        glClientActiveTextureARB_ptr(GL_TEXTURE0);
+
+        // Find the correct type to render
+        GLint primType;
+        switch (op.operationType)
+        {
+        case RenderOperation::OT_POINT_LIST:
+            primType = GL_POINTS;
+            break;
+        case RenderOperation::OT_LINE_LIST:
+            primType = GL_LINES;
+            break;
+        case RenderOperation::OT_LINE_STRIP:
+            primType = GL_LINE_STRIP;
+            break;
+        case RenderOperation::OT_TRIANGLE_LIST:
+            primType = GL_TRIANGLES;
+            break;
+        case RenderOperation::OT_TRIANGLE_STRIP:
+            primType = GL_TRIANGLE_STRIP;
+            break;
+        case RenderOperation::OT_TRIANGLE_FAN:
+            primType = GL_TRIANGLE_FAN;
+            break;
+        }
+
+        if (op.useIndexes)
+        {
+            if(mCapabilities->hasCapability(RSC_VBO))
+            {
+                glBindBufferARB_ptr(GL_ELEMENT_ARRAY_BUFFER_ARB, 
+                    static_cast<GLHardwareIndexBuffer*>(
+                        op.indexData->indexBuffer.get())->getGLBufferId());
+
+                pBufferData = VBO_BUFFER_OFFSET(
+                    op.indexData->indexStart * op.indexData->indexBuffer->getIndexSize());
+            }
+            else
+            {
+                pBufferData = static_cast<GLDefaultHardwareIndexBuffer*>(
+                    op.indexData->indexBuffer.get())->getDataPtr(
+                        op.indexData->indexStart * op.indexData->indexBuffer->getIndexSize());
+            }
+
+            GLenum indexType = (op.indexData->indexBuffer->getType() == HardwareIndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
+
+            glDrawElements(primType, op.indexData->indexCount, indexType, pBufferData);
+
+        }
+        else
+        {
+            glDrawArrays(primType, op.vertexData->vertexStart,
+                op.vertexData->vertexCount);
+        }
+
+        glDisableClientState( GL_VERTEX_ARRAY );
+        for (int i = 0; i < mCapabilities->getNumTextureUnits(); i++)
+        {
+            glClientActiveTextureARB_ptr(GL_TEXTURE0 + i);
+            glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+        }
+        glClientActiveTextureARB_ptr(GL_TEXTURE0);
+        glDisableClientState( GL_NORMAL_ARRAY );
+        glDisableClientState( GL_COLOR_ARRAY );
+        glDisableClientState( GL_SECONDARY_COLOR_ARRAY );
+        if (mCapabilities->hasCapability(RSC_VERTEX_PROGRAM))
+        {
+            glDisableVertexAttribArrayARB_ptr(7); // disable indices
+            glDisableVertexAttribArrayARB_ptr(1); // disable weights
+        }
+        glColor4f(1,1,1,1);
+
+        // UnGuard
+        OgreUnguard();
+	}
+    //---------------------------------------------------------------------
+    void GLRenderSystem::setNormaliseNormals(bool normalise)
+    {
+        if (normalise)
+            glEnable(GL_NORMALIZE);
+        else
+            glDisable(GL_NORMALIZE);
+
+    }
+	//---------------------------------------------------------------------
+    void GLRenderSystem::bindGpuProgram(GpuProgram* prg)
+    {
+        GLGpuProgram* glprg = static_cast<GLGpuProgram*>(prg);
+        glprg->bindProgram();
+        if (glprg->getType() == GPT_VERTEX_PROGRAM)
+        {
+            mCurrentVertexProgram = glprg;
+        }
+        else
+        {
+            mCurrentFragmentProgram = glprg;
+        }
+    }
+	//---------------------------------------------------------------------
+    void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
+    {
+
+        if (gptype == GPT_VERTEX_PROGRAM && mCurrentVertexProgram)
+        {
+            mCurrentVertexProgram->unbindProgram();
+            mCurrentVertexProgram = 0;
+        }
+        else if (gptype == GPT_FRAGMENT_PROGRAM && mCurrentFragmentProgram)
+        {
+            mCurrentFragmentProgram->unbindProgram();
+            mCurrentFragmentProgram = 0;
+        }
+
+
+    }
+	//---------------------------------------------------------------------
+    void GLRenderSystem::bindGpuProgramParameters(GpuProgramType gptype, GpuProgramParametersSharedPtr params)
+    {
+        if (gptype == GPT_VERTEX_PROGRAM)
+        {
+            mCurrentVertexProgram->bindProgramParameters(params);
+        }
+        else
+        {
+            mCurrentFragmentProgram->bindProgramParameters(params);
+        }
+    }
+	//---------------------------------------------------------------------
+    void GLRenderSystem::setClipPlanes(const PlaneList& clipPlanes)
+    {
+        size_t i;
+        size_t numClipPlanes;
+        GLdouble clipPlane[4];
+
+        numClipPlanes = clipPlanes.size();
+        for (i = 0; i < numClipPlanes; ++i)
+        {
+            GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
+            const Plane& plane = clipPlanes[i];
+
+            if (i >= GL_MAX_CLIP_PLANES)
+            {
+                OGRE_EXCEPT(0, "Unable to set clip plane", 
+                    "GLRenderSystem::setClipPlanes");
+            }
+
+            clipPlane[0] = plane.normal.x;
+            clipPlane[1] = plane.normal.y;
+            clipPlane[2] = plane.normal.z;
+            clipPlane[3] = -plane.d;
+
+            glClipPlane(clipPlaneId, clipPlane);
+            glEnable(clipPlaneId);
+        }
+
+            // disable remaining clip planes
+        for ( ; i < 6/*GL_MAX_CLIP_PLANES*/; ++i)
+        {
+            glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
+        }
+    }
+	//---------------------------------------------------------------------
+    void GLRenderSystem::setScissorTest(bool enabled, size_t left, 
+        size_t top, size_t right, size_t bottom)
+    {
+        //  GL measures from the bottom, not the top
+        size_t targetHeight = mActiveRenderTarget->getHeight();
+        // Calculate the "lower-left" corner of the viewport
+        GLsizei w, h, x, y;
+
+        if (enabled)
+        {
+            glEnable(GL_SCISSOR_TEST);
+            // NB GL uses width / height rather than right / bottom
+            x = left;
+            y = targetHeight - bottom;
+            w = right - left;
+            h = bottom - top;
+            glScissor(x, y, w, h);
+        }
+        else
+        {
+            glDisable(GL_SCISSOR_TEST);
+            // GL requires you to reset the scissor when disabling
+            w = mActiveViewport->getActualWidth();
+            h = mActiveViewport->getActualHeight();
+            x = mActiveViewport->getActualLeft();
+            y = targetHeight - mActiveViewport->getActualTop() - h;
+            glScissor(x, y, w, h);
+        }
+    }
+    //---------------------------------------------------------------------
+    void GLRenderSystem::clearFrameBuffer(unsigned int buffers, 
+        const ColourValue& colour, Real depth, unsigned short stencil)
+    {
+
+        GLbitfield flags = 0;
+        if (buffers & FBT_COLOUR)
+        {
+            flags |= GL_COLOR_BUFFER_BIT;
+        }
+        if (buffers & FBT_DEPTH)
+        {
+            flags |= GL_DEPTH_BUFFER_BIT;
+        }
+        if (buffers & FBT_STENCIL)
+        {
+            flags |= GL_STENCIL_BUFFER_BIT;
+        }
+
+
+        // Enable depth & colour buffer for writing if it isn't
+
+        if (!mDepthWrite)
+        {
+            glDepthMask( GL_TRUE );
+        }
+        bool colourMask = !mColourWrite[0] || !mColourWrite[1] 
+        || !mColourWrite[2] || mColourWrite[3]; 
+        if (colourMask)
+        {
+            glColorMask(true, true, true, true);
+        }
+        // Set values
+        glClearColor(colour.r, colour.g, colour.b, colour.a);
+        glClearDepth(depth);
+        glClearStencil(stencil);
+        // Clear buffers
+        glClear(flags);
+        // Reset depth write state if appropriate
+        // Enable depth buffer for writing if it isn't
+        if (!mDepthWrite)
+        {
+            glDepthMask( GL_FALSE );
+        }
+        if (colourMask)
+        {
+            glColorMask(mColourWrite[0], mColourWrite[1], mColourWrite[2], mColourWrite[3]);
+        }
+
+    }
+    // ------------------------------------------------------------------
+    void GLRenderSystem::_makeProjectionMatrix(Real left, Real right, 
+        Real bottom, Real top, Real nearPlane, Real farPlane, Matrix4& dest, 
+        bool forGpuProgram)
+    {
+        Real width = right - left;
+        Real height = top - bottom;
+        Real q, qn;
+        if (farPlane == 0)
+        {
+            // Infinite far plane
+            q = Frustum::INFINITE_FAR_PLANE_ADJUST - 1;
+            qn = nearPlane * (Frustum::INFINITE_FAR_PLANE_ADJUST - 2);
+        }
+        else
+        {
+            q = -(farPlane + nearPlane) / (farPlane - nearPlane);
+            qn = -2 * (farPlane * nearPlane) / (farPlane - nearPlane);
+        }
+        dest = Matrix4::ZERO;
+        dest[0][0] = 2 * nearPlane / width;
+        dest[0][2] = (right+left) / width;
+        dest[1][1] = 2 * nearPlane / height;
+        dest[1][2] = (top+bottom) / height;
+        dest[2][2] = q;
+        dest[2][3] = qn;
+        dest[3][2] = -1;
+    }
+
+    // ------------------------------------------------------------------
+    void GLRenderSystem::setClipPlane (ushort index, Real A, Real B, Real C, Real D)
+    {
+        if (ushort(mClipPlanes.size()) < index+1)
+            mClipPlanes.resize(index+1);
+        mClipPlanes[index] = Vector4 (A, B, C, D);
+        GLdouble plane[4] = { A, B, C, D };
+        glClipPlane (GL_CLIP_PLANE0 + index, plane);
+    }
+
+    // ------------------------------------------------------------------
+    void GLRenderSystem::setGLClipPlanes() const
+    {
+        size_t size = mClipPlanes.size();
+        for (size_t i=0; i<size; i++)
+        {
+            const Vector4 &p = mClipPlanes[i];
+            GLdouble plane[4] = { p.x, p.y, p.z, p.w };
+            glClipPlane (GL_CLIP_PLANE0 + i, plane);
+        }
+    }
+
+    // ------------------------------------------------------------------
+    void GLRenderSystem::enableClipPlane (ushort index, bool enable)
+    {
+        glEnable (GL_CLIP_PLANE0 + index);
+    }
+    //---------------------------------------------------------------------
+    HardwareOcclusionQuery* GLRenderSystem::createHardwareOcclusionQuery(void)
+    {
+        return new GLHardwareOcclusionQuery(); 
+    }
+    //---------------------------------------------------------------------
+    Real GLRenderSystem::getHorizontalTexelOffset(void)
+    {
+        // No offset in GL
+        return 0.0f;
+    }
+    //---------------------------------------------------------------------
+    Real GLRenderSystem::getVerticalTexelOffset(void)
+    {
+        // No offset in GL
+        return 0.0f;
+    }
+ 	//---------------------------------------------------------------------
+ 	void GLRenderSystem::resizeRepositionWindow(void* wich)
+ 	{
+ 		mGLSupport->resizeRepositionWindow(wich);
+ 		for (RenderTargetMap::iterator it = mRenderTargets.begin(); it != mRenderTargets.end(); ++it)		
+ 		{
+ 			if (it->second->isActive())
+ 			{
+ 				mGLSupport->resizeReposition(it->second);
+ 			}
+ 		}
+ 	}
+    //---------------------------------------------------------------------
+    void GLRenderSystem::_applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, 
+        bool forGpuProgram)
+    {
+        // Thanks to Eric Lenyel for posting this calculation at www.terathon.com
+
+        // Calculate the clip-space corner point opposite the clipping plane
+        // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
+        // transform it into camera space by multiplying it
+        // by the inverse of the projection matrix
+
+        Vector4 q;
+        q.x = (Math::Sign(plane.normal.x) + matrix[0][2]) / matrix[0][0];
+        q.y = (Math::Sign(plane.normal.y) + matrix[1][2]) / matrix[1][1];
+        q.z = -1.0F;
+        q.w = (1.0F + matrix[2][2]) / matrix[2][3];
+
+        // Calculate the scaled plane vector
+        Vector4 clipPlane4d(plane.normal.x, plane.normal.y, plane.normal.z, plane.d);
+        Vector4 c = clipPlane4d * (2.0F / (clipPlane4d.dotProduct(q)));
+
+        // Replace the third row of the projection matrix
+        matrix[2][0] = c.x;
+        matrix[2][1] = c.y;
+        matrix[2][2] = c.z + 1.0F;
+        matrix[2][3] = c.w; 
+    }
+    //---------------------------------------------------------------------
+    void GLRenderSystem::_oneTimeContextInitialization()
+    {
+        // Set nicer lighting model -- d3d9 has this by default
+        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+        glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);        
+        // Check for FSAA
+        // Enable the extension if it was enabled by the GLSupport
+        if (mGLSupport->checkExtension("GL_ARB_multisample"))
+        {
+            int fsaa_active = false;
+            glGetIntegerv(GL_SAMPLE_BUFFERS_ARB,(GLint*)&fsaa_active);
+            if(fsaa_active)
+            {
+                glEnable(GL_MULTISAMPLE_ARB);
+                LogManager::getSingleton().logMessage("Using FSAA from GL_ARB_multisample extension.");
+            }            
+        }
+    }
+    //---------------------------------------------------------------------
+    void GLRenderSystem::_setRenderTarget(RenderTarget *target)
+    {
+        mActiveRenderTarget = target;
+        // Switch context if different from current one
+        ContextMap::iterator i = mContextMap.find(target);
+        if(i != mContextMap.end() && mCurrentContext != i->second) {
+            mCurrentContext->endCurrent();
+            mCurrentContext = i->second;
+            // Check if the context has already done one-time initialisation
+            if(!mCurrentContext->getInitialized()) {
+               _oneTimeContextInitialization();
+               mCurrentContext->setInitialized();
+            }
+            mCurrentContext->setCurrent();
+        }
+    }
+    //---------------------------------------------------------------------
+    void GLRenderSystem::_registerContext(RenderTarget *target, GLContext *context)
+    {
+        mContextMap[target] = context;
+    }
+    //---------------------------------------------------------------------
+    void GLRenderSystem::_unregisterContext(RenderTarget *target)
+    {
+        ContextMap::iterator i = mContextMap.find(target);
+        if(i != mContextMap.end() && mCurrentContext == i->second) {
+            // Change the context to something else so that a valid context
+            // remains active. When this is the main context being unregistered,
+            // we set the main context to 0.
+            if(mCurrentContext != mMainContext) {
+                mCurrentContext->endCurrent();
+                mCurrentContext = mMainContext;
+                mCurrentContext->setCurrent();
+            } else {
+                mMainContext = 0;
+            }
+        }
+        mContextMap.erase(target);
+    }
+    //---------------------------------------------------------------------
+    GLContext *GLRenderSystem::_getMainContext() {
+        return mMainContext;
+    }
+    //---------------------------------------------------------------------
+    Real GLRenderSystem::getMinimumDepthInputValue(void)
+    {
+        // Range [-1.0f, 1.0f]
+        return -1.0f;
+    }
+    //---------------------------------------------------------------------
+    Real GLRenderSystem::getMaximumDepthInputValue(void)
+    {
+        // Range [-1.0f, 1.0f]
+        return 1.0f;
+    }
+
+}
Index: trunk/VUT/work/ogre_changes/RenderSystems/Direct3D9/src/OgreD3D9HardwareOcclusionQuery.cpp
===================================================================
--- trunk/VUT/work/ogre_changes/RenderSystems/Direct3D9/src/OgreD3D9HardwareOcclusionQuery.cpp	(revision 88)
+++ trunk/VUT/work/ogre_changes/RenderSystems/Direct3D9/src/OgreD3D9HardwareOcclusionQuery.cpp	(revision 97)
@@ -71,4 +71,5 @@
 }
 
+#ifndef GTP_VISIBILITY_MODIFIED_OGRE
 //------------------------------------------------------------------
 // Occlusion query functions (see base class documentation for this)
@@ -78,13 +79,22 @@
 	if( m_bHWOcclusionSupport )		// Make it fail silently if hardware occlusion isn't supported
 	{
-		m_pD3DQuery->Issue(D3DISSUE_BEGIN); 
-	}
-}
-//------------------------------------------------------------------
+		if  ( m_SkipCounter ==  m_Skip ) { m_SkipCounter = 0; };		// Counter starts at 0 again at m_Skip 
+		
+		if ( m_SkipCounter == 0 && m_uintPixelCount != 0 )	// New or none visable objects must allways be tested but visable objects can be skiped
+		{
+			m_pD3DQuery->Issue(D3DISSUE_BEGIN); 
+		}
+	}
+}
+	
 void D3D9HardwareOcclusionQuery::endOcclusionQuery() 
 { 
 	if( m_bHWOcclusionSupport )	// Make it fail silently if hardware occlusion isn't supported
 	{
-		m_pD3DQuery->Issue(D3DISSUE_END); 
+		if (m_SkipCounter == 0 && m_uintPixelCount != 0 ) // New or none visable objects must allways be tested but visable objects can be skiped
+		{
+			m_pD3DQuery->Issue(D3DISSUE_END); 
+		}
+		m_SkipCounter++;								 // The skip counter is increased 
 	}
 }
@@ -95,7 +105,27 @@
 // Note: OpenGL dosn't use this flag at all so the application running OpenGL won't display any different behaviour.
 //--
-bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult ) 
-{
-	return pullOcclusionQuery(NumOfFragments, waitForResult, HWOCCLUSIONQUERY_FLUSH);
+bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments) 
+{
+	HRESULT hr;
+	
+	if( m_bHWOcclusionSupport )	// Make it fail silently if hardware occlusion isn't supported
+	{
+		hr = m_pD3DQuery->GetData( NumOfFragments, sizeof( NumOfFragments ), D3DGETDATA_FLUSH );
+
+		if ( hr != S_OK ) 
+			{
+				return false; 
+			}
+			else 
+			{ 
+				m_uintPixelCount = *NumOfFragments; 
+				return true; 
+			}
+	}
+	else
+	{
+		m_uintPixelCount = 100000; // Fails quitlly if hardware occlusion is not supported - every object is visable
+		return true;
+	}
 }
 
@@ -106,4 +136,66 @@
 // Note: OpenGL dosn't use this flag at all so the application running OpenGL won't display any different behaviour.
 //--
+bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag  ) 
+{
+	HRESULT hr;
+
+	// TO DO: USE lockOpts= D3D9Mappings::get(options); instead of RS_OCCLUSIONQUERY enum
+
+	if( m_bHWOcclusionSupport )	// Make it fail silently if hardware occlusion isn't supported
+	{
+	
+		switch( flag )
+		{
+			case HWOCCLUSIONQUERY_FLUSH : 	
+				hr = m_pD3DQuery->GetData( NumOfFragments, sizeof( NumOfFragments ), D3DGETDATA_FLUSH );
+			break;
+
+			case HWOCCLUSIONQUERY_NOFLUSH :	
+				hr = m_pD3DQuery->GetData( NumOfFragments, sizeof( NumOfFragments ), 0 );
+			break;
+		};
+
+
+
+		if ( hr != S_OK ) 
+			{
+				return false; 
+			}
+			else 
+			{ 
+				m_uintPixelCount = *NumOfFragments; 
+				return true; 
+			}
+	}
+	else 
+	{
+		m_uintPixelCount = 100000; // Fails quitlly if hardware occlusion is not supported - every object is visable
+		return true;
+	}
+}
+#else // GTP_VISIBILITY_MODIFIED_OGRE
+//------------------------------------------------------------------
+void D3D9HardwareOcclusionQuery::beginOcclusionQuery() 
+{ 
+	if( m_bHWOcclusionSupport )		// Make it fail silently if hardware occlusion isn't supported
+	{
+		m_pD3DQuery->Issue(D3DISSUE_BEGIN); 
+	}
+}
+//------------------------------------------------------------------
+void D3D9HardwareOcclusionQuery::endOcclusionQuery() 
+{ 
+	if( m_bHWOcclusionSupport )	// Make it fail silently if hardware occlusion isn't supported
+	{
+		m_pD3DQuery->Issue(D3DISSUE_END); 
+	}
+}
+//------------------------------------------------------------------
+bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult ) 
+{
+	return pullOcclusionQuery(NumOfFragments, waitForResult, HWOCCLUSIONQUERY_FLUSH);
+}
+
+//------------------------------------------------------------------
 bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, 
 												     const HW_OCCLUSIONQUERY flag  ) 
@@ -114,4 +206,5 @@
 	return pullOcclusionQuery(NumOfFragments, waitForResult, queryFlag);
 }
+
 //------------------------------------------------------------------
 bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, 
@@ -137,3 +230,7 @@
 	return hr == S_OK;
 }
+
+
+#endif // GTP_VISIBILITY_MODIFIED_OGRE
+
 } // namespace OGre
