text: /*************************************************************************/
  /*  rasterizer_gles2.cpp                                                 */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                 */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  #ifdef GLES2_ENABLED
  
  #include "rasterizer_gles2.h"
  #include "os/os.h"
  #include "globals.h"
  #include <stdio.h>
  #include "servers/visual/shader_language.h"
  #include "servers/visual/particle_system_sw.h"
  #include "gl_context/context_gl.h"
  #include <string.h>
  
  #ifdef GLEW_ENABLED
  #define   _GL_HALF_FLOAT_OES      0x140B
  #else
  #define   _GL_HALF_FLOAT_OES      0x8D61
  #endif
  
  
  #define _DEPTH_COMPONENT24_OES                 0x81A6
  
  #ifdef GLEW_ENABLED
  #define _glClearDepth glClearDepth
  #else
  #define _glClearDepth glClearDepthf
  #endif
  
  //#define DEBUG_OPENGL
  
  #ifdef DEBUG_OPENGL
  
  #define DEBUG_TEST_ERROR(m_section)\
  {\
  	print_line("AT: "+String(m_section)); glFlush();\
  	uint32_t err = glGetError();\
  	if (err) {\
  		print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\
  	}\
  }
  
  #else
  
  #define DEBUG_TEST_ERROR(m_section)
  
  #endif
  
  static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  
  _FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) {
  
  	GLfloat c[4]= { p_color.r, p_color.g, p_color.b, p_color.a };
  	glVertexAttrib4fv( VS::ARRAY_COLOR, c );
  }
  
  
  
  static _FORCE_INLINE_ uint16_t make_half_float(float f) {
  
      union {
         float fv;
         uint32_t ui;
      } ci;
      ci.fv=f;
  
      unsigned int    x = ci.ui;
      unsigned int    sign = (unsigned short)(x >> 31);
      unsigned int    mantissa;
      unsigned int    exp;
      uint16_t          hf;
  
      // get mantissa
      mantissa = x & ((1 << 23) - 1);
      // get exponent bits
      exp = x & (0xFF << 23);
      if (exp >= 0x47800000)
      {
  	// check if the original single precision float number is a NaN
  	if (mantissa && (exp == (0xFF << 23)))
  	{
  	    // we have a single precision NaN
  	    mantissa = (1 << 23) - 1;
  	}
  	else
  	{
  	    // 16-bit half-float representation stores number as Inf
  	    mantissa = 0;
  	}
  	hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
  	      (uint16_t)(mantissa >> 13);
      }
      // check if exponent is <= -15
      else if (exp <= 0x38000000)
      {
  
  	// store a denorm half-float value or zero
  	exp = (0x38000000 - exp) >> 23;
  	mantissa >>= (14 + exp);
  
  	hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
      }
      else
      {
  	hf = (((uint16_t)sign) << 15) |
  	      (uint16_t)((exp - 0x38000000) >> 13) |
  	      (uint16_t)(mantissa >> 13);
      }
  
      return hf;
  }
  
  void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents,int p_instanced) {
  
  	ERR_FAIL_COND(!p_vertices);
  	ERR_FAIL_COND(p_points <1 || p_points>4);
  
  	bool quad=false;
  
  	GLenum type;
  	switch(p_points) {
  
  		case 1: type=GL_POINTS; break;
  		case 2: type=GL_LINES; break;
  		case 4: quad=true; p_points=3;
  		case 3: type=GL_TRIANGLES; break;
  	};
  
  
  	glBindBuffer(GL_ARRAY_BUFFER,0);
  	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  
  	GLfloat vert_array[18];
  	GLfloat normal_array[18];
  	GLfloat color_array[24];
  	GLfloat tangent_array[24];
  	GLfloat uv_array[18];
  
  	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  	glVertexAttribPointer( VS::ARRAY_VERTEX, 3 ,GL_FLOAT, false, 0, vert_array );
  
  	for (int i=0;i<p_points;i++) {
  
  		vert_array[i*3+0]=p_vertices[i].x;
  		vert_array[i*3+1]=p_vertices[i].y;
  		vert_array[i*3+2]=p_vertices[i].z;
  		if (quad) {
  			int idx=2+i;
  			if (idx==4)
  				idx=0;
  			vert_array[9+i*3+0]=p_vertices[idx].x;
  			vert_array[9+i*3+1]=p_vertices[idx].y;
  			vert_array[9+i*3+2]=p_vertices[idx].z;
  
  		}
  	}
  
  	if (p_normals) {
  		glEnableVertexAttribArray(VS::ARRAY_NORMAL);
  		glVertexAttribPointer( VS::ARRAY_NORMAL, 3 ,GL_FLOAT, false, 0, normal_array );
  		for (int i=0;i<p_points;i++) {
  
  			normal_array[i*3+0]=p_normals[i].x;
  			normal_array[i*3+1]=p_normals[i].y;
  			normal_array[i*3+2]=p_normals[i].z;
  			if (quad) {
  				int idx=2+i;
  				if (idx==4)
  					idx=0;
  				normal_array[9+i*3+0]=p_normals[idx].x;
  				normal_array[9+i*3+1]=p_normals[idx].y;
  				normal_array[9+i*3+2]=p_normals[idx].z;
  
  			}
  		}
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_NORMAL);
  	}
  
  	if (p_colors) {
  		glEnableVertexAttribArray(VS::ARRAY_COLOR);
  		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, 0, color_array );
  		for (int i=0;i<p_points;i++) {
  
  			color_array[i*4+0]=p_colors[i].r;
  			color_array[i*4+1]=p_colors[i].g;
  			color_array[i*4+2]=p_colors[i].b;
  			color_array[i*4+3]=p_colors[i].a;
  			if (quad) {
  				int idx=2+i;
  				if (idx==4)
  					idx=0;
  				color_array[12+i*4+0]=p_colors[idx].r;
  				color_array[12+i*4+1]=p_colors[idx].g;
  				color_array[12+i*4+2]=p_colors[idx].b;
  				color_array[12+i*4+3]=p_colors[idx].a;
  
  			}
  		}
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_COLOR);
  	}
  
  	if (p_tangents) {
  		glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  		glVertexAttribPointer( VS::ARRAY_TANGENT, 4 ,GL_FLOAT, false, 0, tangent_array );
  		for (int i=0;i<p_points;i++) {
  
  			tangent_array[i*4+0]=p_tangents[i].normal.x;
  			tangent_array[i*4+1]=p_tangents[i].normal.y;
  			tangent_array[i*4+2]=p_tangents[i].normal.z;
  			tangent_array[i*4+3]=p_tangents[i].d;
  			if (quad) {
  				int idx=2+i;
  				if (idx==4)
  					idx=0;
  				tangent_array[12+i*4+0]=p_tangents[idx].normal.x;
  				tangent_array[12+i*4+1]=p_tangents[idx].normal.y;
  				tangent_array[12+i*4+2]=p_tangents[idx].normal.z;
  				tangent_array[12+i*4+3]=p_tangents[idx].d;
  
  			}
  		}
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_TANGENT);
  	}
  
  	if (p_uvs) {
  
  		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  		glVertexAttribPointer( VS::ARRAY_TEX_UV, 3 ,GL_FLOAT, false, 0, uv_array );
  		for (int i=0;i<p_points;i++) {
  
  			uv_array[i*3+0]=p_uvs[i].x;
  			uv_array[i*3+1]=p_uvs[i].y;
  			uv_array[i*3+2]=p_uvs[i].z;
  			if (quad) {
  				int idx=2+i;
  				if (idx==4)
  					idx=0;
  				uv_array[9+i*3+0]=p_uvs[idx].x;
  				uv_array[9+i*3+1]=p_uvs[idx].y;
  				uv_array[9+i*3+2]=p_uvs[idx].z;
  
  			}
  		}
  
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  	}
  
  	/*
  	if (p_instanced>1)
  		glDrawArraysInstanced(type,0,p_points,p_instanced);
  	else
  	*/
  
  	glDrawArrays(type,0,quad?6:p_points);
  
  };
  
  
  /* TEXTURE API */
  #define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG                   0x8C00
  #define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG                   0x8C01
  #define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG                  0x8C02
  #define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG                  0x8C03
  #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
  #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
  #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
  #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
  #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
  #define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
  #define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
  #define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
  #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
  #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
  #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
  #define _EXT_ETC1_RGB8_OES           0x8D64
  
  /* TEXTURE API */
  
  Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed) {
  
  	r_has_alpha_cache=false;
  	r_compressed=false;
  	Image image=p_image;
  
  	switch(p_format) {
  
  		case Image::FORMAT_GRAYSCALE: {
  			r_gl_components=1;
  			r_gl_format=GL_LUMINANCE;
  
  		} break;
  		case Image::FORMAT_INTENSITY: {
  
  			if (!image.empty())
  				image.convert(Image::FORMAT_RGBA);
  			r_gl_components=4;
  			r_gl_format=GL_RGBA;
  			r_has_alpha_cache=true;
  		} break;
  		case Image::FORMAT_GRAYSCALE_ALPHA: {
  
  			//image.convert(Image::FORMAT_RGBA);
  			r_gl_components=2;
  			r_gl_format=GL_LUMINANCE_ALPHA;
  			r_has_alpha_cache=true;
  		} break;
  
  		case Image::FORMAT_INDEXED: {
  
  			if (!image.empty())
  				image.convert(Image::FORMAT_RGB);
  			r_gl_components=3;
  			r_gl_format=GL_RGB;
  
  		} break;
  
  		case Image::FORMAT_INDEXED_ALPHA: {
  
  			if (!image.empty())
  				image.convert(Image::FORMAT_RGBA);
  			r_gl_components=4;
  			r_gl_format=GL_RGBA;
  			r_has_alpha_cache=true;
  
  		} break;
  		case Image::FORMAT_RGB: {
  
  			r_gl_components=3;
  			r_gl_format=GL_RGB;
  		} break;
  		case Image::FORMAT_RGBA: {
  
  			r_gl_components=4;
  			r_gl_format=GL_RGBA;
  			r_has_alpha_cache=true;
  		} break;
  		case Image::FORMAT_BC1: {
  
  			r_gl_components=1; //doesn't matter much
  			r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  			r_compressed=true;
  
  		} break;
  		case Image::FORMAT_BC2: {
  			r_gl_components=1; //doesn't matter much
  			r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  			r_has_alpha_cache=true;
  			r_compressed=true;
  
  		} break;
  		case Image::FORMAT_BC3: {
  
  			r_gl_components=1; //doesn't matter much
  			r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  			r_has_alpha_cache=true;
  			r_compressed=true;
  
  		} break;
  		case Image::FORMAT_BC4: {
  
  			r_gl_format=_EXT_COMPRESSED_RED_RGTC1;
  			r_gl_components=1; //doesn't matter much
  			r_compressed=true;
  
  		} break;
  		case Image::FORMAT_BC5: {
  
  			r_gl_format=_EXT_COMPRESSED_RG_RGTC2;
  			r_gl_components=1; //doesn't matter much
  			r_compressed=true;
  		} break;
  		case Image::FORMAT_PVRTC2: {
  
  			if (!pvr_supported) {
  
  				if (!image.empty()) {
  					image.decompress();
  				}
  				r_gl_components=4;
  				r_gl_format=GL_RGBA;
  				r_has_alpha_cache=true;
  
  
  			} else {
  
  				r_gl_format=_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  				r_gl_components=1; //doesn't matter much
  				r_compressed=true;
  
  			}
  
  		} break;
  		case Image::FORMAT_PVRTC2_ALPHA: {
  
  			if (!pvr_supported) {
  
  				if (!image.empty())
  					image.decompress();
  				r_gl_components=4;
  				r_gl_format=GL_RGBA;
  				r_has_alpha_cache=true;
  
  
  			} else {
  
  				r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  				r_gl_components=1; //doesn't matter much
  				r_compressed=true;
  
  			}
  
  		} break;
  		case Image::FORMAT_PVRTC4: {
  
  			if (!pvr_supported) {
  
  				if (!image.empty())
  					image.decompress();
  				r_gl_components=4;
  				r_gl_format=GL_RGBA;
  				r_has_alpha_cache=true;
  			} else {
  
  				r_gl_format=_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  				r_gl_components=1; //doesn't matter much
  				r_compressed=true;
  			}
  
  		} break;
  		case Image::FORMAT_PVRTC4_ALPHA: {
  
  			if (!pvr_supported) {
  
  				if (!image.empty())
  					image.decompress();
  				r_gl_components=4;
  				r_gl_format=GL_RGBA;
  				r_has_alpha_cache=true;
  
  			} else {
  				r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  				r_gl_components=1; //doesn't matter much
  				r_compressed=true;
  			}
  
  		} break;
  		case Image::FORMAT_ETC: {
  
  			if (!etc_supported) {
  
  				if (!image.empty()) {
  					image.decompress();
  				}
  				r_gl_components=3;
  				r_gl_format=GL_RGB;
  
  
  			} else {
  
  				r_gl_format=_EXT_ETC1_RGB8_OES;
  				r_gl_components=1; //doesn't matter much
  				r_compressed=true;
  			}
  
  		} break;
  		case Image::FORMAT_YUV_422:
  		case Image::FORMAT_YUV_444: {
  
  			if (!image.empty())
  				image.convert(Image::FORMAT_RGB);
  			r_gl_format=GL_RGB;
  			r_gl_components=3;
  
  		} break;
  
  		default: {
  
  			ERR_FAIL_V(Image());
  		}
  	}
  
  	return image;
  }
  
  static const GLenum _cube_side_enum[6]={
  
  	GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
  	GL_TEXTURE_CUBE_MAP_POSITIVE_X,
  	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
  	GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
  	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
  	GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
  
  };
  
  RID RasterizerGLES2::texture_create() {
  
  	Texture *texture = memnew(Texture);
  	ERR_FAIL_COND_V(!texture,RID());
  	glGenTextures(1, &texture->tex_id);
  	texture->active=false;
  	texture->total_data_size=0;
  
  	return texture_owner.make_rid( texture );
  
  }
  
  void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) {
  
  	bool has_alpha_cache;
  	int components;
  	GLenum format;
  	bool compressed;
  
  	int po2_width =  nearest_power_of_2(p_width);
  	int po2_height =  nearest_power_of_2(p_height);
  
  	if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  		p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
  	}
  
  
  	Texture *texture = texture_owner.get( p_texture );
  	ERR_FAIL_COND(!texture);
  	texture->width=p_width;
  	texture->height=p_height;
  	texture->format=p_format;
  	texture->flags=p_flags;
  	texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
  
  	bool scale_textures = !(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags&VS::TEXTURE_FLAG_MIPMAPS);
  
  
  	if (scale_textures) {
  		texture->alloc_width = po2_width;
  		texture->alloc_height = po2_height;
  	//	print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) );
  	} else {
  
  		texture->alloc_width = texture->width;
  		texture->alloc_height = texture->height;
  	};
  
  	_get_gl_image_and_format(Image(),texture->format,texture->flags,format,components,has_alpha_cache,compressed);
  
  	texture->gl_components_cache=components;
  	texture->gl_format_cache=format;
  	texture->format_has_alpha=has_alpha_cache;
  	texture->compressed=compressed;
  	texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds
  	texture->data_size=0;
  
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(texture->target, texture->tex_id);
  
  
  	if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS)
  		glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
  	else
  		glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  
  	if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  
  		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR);	// Linear Filtering
  
  	} else {
  
  		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST);	// raw Filtering
  	}
  
  	bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
  
  	if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT && texture->target != GL_TEXTURE_CUBE_MAP) {
  
  		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  	} else {
  
  		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  		glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  		glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  	}
  
  	if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  		//prealloc if video
  		glTexImage2D(texture->target, 0, format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE,NULL);
  	}
  
  	texture->active=true;
  }
  
  void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND(!texture);
  	ERR_FAIL_COND(!texture->active);
  	ERR_FAIL_COND(texture->render_target);
  	ERR_FAIL_COND(texture->format != p_image.get_format() );
  	ERR_FAIL_COND( p_image.empty() );
  
  	int components;
  	GLenum format;
  	bool alpha;
  	bool compressed;
  
  	if (keep_copies && !(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) {
  		texture->image[p_cube_side]=p_image;
  	}
  
  	Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,components,alpha,compressed);
  
  	if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) {
  
  		if (img.get_format() <= Image::FORMAT_INDEXED_ALPHA)
  			img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
  	};
  
  
  
  	if (img.detect_alpha()==Image::ALPHA_BLEND) {
  		texture->has_alpha=true;
  	}
  
  	GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;
  
  	texture->data_size=img.get_data().size();
  	DVector<uint8_t>::Read read = img.get_data().read();
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(texture->target, texture->tex_id);
  
  	int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1;
  
  
  	int w=img.get_width();
  	int h=img.get_height();
  
  	int tsize=0;
  	for(int i=0;i<mipmaps;i++) {
  
  		int size,ofs;
  		img.get_mipmap_offset_and_size(i,ofs,size);
  
  		if (texture->compressed) {
  			glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  			glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] );
  
  		} else {
  			glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  			if (texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  				glTexSubImage2D( blit_target, i, 0,0,w,h,format,GL_UNSIGNED_BYTE,&read[ofs] );
  			} else {
  				glTexImage2D(blit_target, i, format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
  			}
  
  		}
  		tsize+=size;
  
  		w = MAX(1,w>>1);
  		h = MAX(1,h>>1);
  
  	}
  
  	_rinfo.texture_mem-=texture->total_data_size;
  	texture->total_data_size=tsize;
  	_rinfo.texture_mem+=texture->total_data_size;
  
  	//printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);
  
  
  	if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1) {
  		//generate mipmaps if they were requested and the image does not contain them
  		glGenerateMipmap(texture->target);
  	}
  
  
  
  
  	if (mipmaps>1) {
  
  		//glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps-1 ); - assumed to have all, always
  	}
  
  	//texture_set_flags(p_texture,texture->flags);
  
  
  }
  
  Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture,Image());
  	ERR_FAIL_COND_V(!texture->active,Image());
  	ERR_FAIL_COND_V(texture->data_size==0,Image());
  	ERR_FAIL_COND_V(texture->render_target,Image());
  
  	return texture->image[p_cube_side];
  
  #if 0
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture,Image());
  	ERR_FAIL_COND_V(!texture->active,Image());
  	ERR_FAIL_COND_V(texture->data_size==0,Image());
  
  	DVector<uint8_t> data;
  	GLenum format,type=GL_UNSIGNED_BYTE;
  	Image::Format fmt;
  	int pixelsize=0;
  	int pixelshift=0;
  	int minw=1,minh=1;
  	bool compressed=false;
  
  	fmt=texture->format;
  
  	switch(texture->format) {
  
  		case Image::FORMAT_GRAYSCALE: {
  
  			format=GL_LUMINANCE;
  			type=GL_UNSIGNED_BYTE;
  			data.resize(texture->alloc_width*texture->alloc_height);
  			pixelsize=1;
  
  		} break;
  		case Image::FORMAT_INTENSITY: {
  			return Image();
  		} break;
  		case Image::FORMAT_GRAYSCALE_ALPHA: {
  
  			format=GL_LUMINANCE_ALPHA;
  			type=GL_UNSIGNED_BYTE;
  			pixelsize=2;
  
  		} break;
  		case Image::FORMAT_RGB: {
  			format=GL_RGB;
  			type=GL_UNSIGNED_BYTE;
  			pixelsize=3;
  		} break;
  		case Image::FORMAT_RGBA: {
  
  			format=GL_RGBA;
  			type=GL_UNSIGNED_BYTE;
  			pixelsize=4;
  		} break;
  		case Image::FORMAT_INDEXED: {
  
  			format=GL_RGB;
  			type=GL_UNSIGNED_BYTE;
  			fmt=Image::FORMAT_RGB;
  			pixelsize=3;
  		} break;
  		case Image::FORMAT_INDEXED_ALPHA: {
  
  			format=GL_RGBA;
  			type=GL_UNSIGNED_BYTE;
  			fmt=Image::FORMAT_RGBA;
  			pixelsize=4;
  
  		} break;
  		case Image::FORMAT_BC1: {
  
  			pixelsize=1; //doesn't matter much
  			format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  			compressed=true;
  			pixelshift=1;
  			minw=minh=4;
  
  		} break;
  		case Image::FORMAT_BC2: {
  			pixelsize=1; //doesn't matter much
  			format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  			compressed=true;
  			minw=minh=4;
  
  		} break;
  		case Image::FORMAT_BC3: {
  
  			pixelsize=1; //doesn't matter much
  			format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  			compressed=true;
  			minw=minh=4;
  
  		} break;
  		case Image::FORMAT_BC4: {
  
  			format=GL_COMPRESSED_RED_RGTC1;
  			pixelsize=1; //doesn't matter much
  			compressed=true;
  			pixelshift=1;
  			minw=minh=4;
  
  		} break;
  		case Image::FORMAT_BC5: {
  
  			format=GL_COMPRESSED_RG_RGTC2;
  			pixelsize=1; //doesn't matter much
  			compressed=true;
  			minw=minh=4;
  
  		} break;
  
  		default:{}
  	}
  
  	data.resize(texture->data_size);
  	DVector<uint8_t>::Write wb = data.write();
  
  	glActiveTexture(GL_TEXTURE0);
  	int ofs=0;
  	glBindTexture(texture->target,texture->tex_id);
  
  	int w=texture->alloc_width;
  	int h=texture->alloc_height;
  	for(int i=0;i<texture->mipmaps+1;i++) {
  
  		if (compressed) {
  
  			glPixelStorei(GL_PACK_ALIGNMENT, 4);
  			glGetCompressedTexImage(texture->target,i,&wb[ofs]);
  
  		} else {
  			glPixelStorei(GL_PACK_ALIGNMENT, 1);
  			glGetTexImage(texture->target,i,format,type,&wb[ofs]);
  		}
  
  		int size = (w*h*pixelsize)>>pixelshift;
  		ofs+=size;
  
  		w=MAX(minw,w>>1);
  		h=MAX(minh,h>>1);
  
  	}
  
  
  	wb=DVector<uint8_t>::Write();
  
  	Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps,fmt,data);
  
  	if (texture->format<Image::FORMAT_INDEXED && (texture->alloc_width!=texture->width || texture->alloc_height!=texture->height))
  		img.resize(texture->width,texture->height);
  
  	return img;
  #endif
  }
  
  void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
  
  	Texture *texture = texture_owner.get( p_texture );
  	ERR_FAIL_COND(!texture);
  	ERR_FAIL_COND(texture->render_target);
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(texture->target, texture->tex_id);
  	uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
  	texture->flags=p_flags|cube; // can't remove a cube from being a cube
  
  	bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
  
  	if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT && texture->target != GL_TEXTURE_CUBE_MAP) {
  
  		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  	} else {
  		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  		glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  		glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  
  	}
  
  
  	if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  
  		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR);	// Linear Filtering
  		if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS)
  			glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
  		else
  			glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);	// Linear Filtering
  
  	} else {
  
  		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST);	// nearest
  	}
  }
  uint32_t RasterizerGLES2::texture_get_flags(RID p_texture) const {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture,0);
  
  	return texture->flags;
  
  }
  Image::Format RasterizerGLES2::texture_get_format(RID p_texture) const {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture,Image::FORMAT_GRAYSCALE);
  
  	return texture->format;
  }
  uint32_t RasterizerGLES2::texture_get_width(RID p_texture) const {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture,0);
  
  	return texture->width;
  }
  uint32_t RasterizerGLES2::texture_get_height(RID p_texture) const {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture,0);
  
  	return texture->height;
  }
  
  bool RasterizerGLES2::texture_has_alpha(RID p_texture) const {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture,0);
  
  	return texture->has_alpha;
  
  }
  
  void RasterizerGLES2::texture_set_size_override(RID p_texture,int p_width, int p_height) {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND(!texture);
  	ERR_FAIL_COND(texture->render_target);
  
  	ERR_FAIL_COND(p_width<=0 || p_width>4096);
  	ERR_FAIL_COND(p_height<=0 || p_height>4096);
  	//real texture size is in alloc width and height
  	texture->width=p_width;
  	texture->height=p_height;
  
  }
  
  void RasterizerGLES2::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND(!texture);
  	ERR_FAIL_COND(texture->render_target);
  
  	texture->reloader=p_owner;
  	texture->reloader_func=p_function;
  	if (use_reload_hooks && p_owner && keep_copies) {
  
  		for(int i=0;i<6;i++)
  			texture->image[i]=Image();
  	}
  }
  
  
  /* SHADER API */
  
  RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) {
  
  	Shader *shader = memnew( Shader );
  	shader->mode=p_mode;
  	RID rid = shader_owner.make_rid(shader);
  	shader_set_mode(rid,p_mode);
  	_shader_make_dirty(shader);
  
  	return rid;
  
  }
  
  
  
  void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
  
  	ERR_FAIL_INDEX(p_mode,3);
  	Shader *shader=shader_owner.get(p_shader);
  	ERR_FAIL_COND(!shader);
  	if (shader->custom_code_id && p_mode==shader->mode)
  		return;
  
  
  	if (shader->custom_code_id) {
  
  		switch(shader->mode) {
  			case VS::SHADER_MATERIAL: {
  				material_shader.free_custom_shader(shader->custom_code_id);
  			} break;
  		}
  
  		shader->custom_code_id=0;
  	}
  
  	shader->mode=p_mode;
  
  	switch(shader->mode) {
  		case VS::SHADER_MATERIAL: {
  			shader->custom_code_id=material_shader.create_custom_shader();
  		} break;
  	}
  	_shader_make_dirty(shader);
  
  }
  VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const {
  
  	Shader *shader=shader_owner.get(p_shader);
  	ERR_FAIL_COND_V(!shader,VS::SHADER_MATERIAL);
  	return shader->mode;
  }
  
  
  
  void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
  
  	Shader *shader=shader_owner.get(p_shader);
  	ERR_FAIL_COND(!shader);
  
  #ifdef DEBUG_ENABLED
  	if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment)
  		return;
  #endif
  	shader->fragment_code=p_fragment;
  	shader->vertex_code=p_vertex;
  	shader->fragment_line=p_fragment_ofs;
  	shader->vertex_line=p_vertex_ofs;
  	_shader_make_dirty(shader);
  
  }
  
  String RasterizerGLES2::shader_get_vertex_code(RID p_shader) const {
  
  	Shader *shader=shader_owner.get(p_shader);
  	ERR_FAIL_COND_V(!shader,String());
  	return shader->vertex_code;
  
  }
  
  String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const {
  
  	Shader *shader=shader_owner.get(p_shader);
  	ERR_FAIL_COND_V(!shader,String());
  	return shader->fragment_code;
  
  }
  
  void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) {
  
  	if (p_shader->dirty_list.in_list())
  		return;
  
  	_shader_dirty_list.add(&p_shader->dirty_list);
  }
  
  void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
  
  	Shader *shader=shader_owner.get(p_shader);
  	ERR_FAIL_COND(!shader);
  
  
  	if (shader->dirty_list.in_list())
  		_update_shader(shader); // ok should be not anymore dirty
  
  
  	Map<int,StringName> order;
  
  
  	for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
  
  
  		order[E->get().order]=E->key();
  	}
  
  
  	for(Map<int,StringName>::Element *E=order.front();E;E=E->next()) {
  
  		PropertyInfo pi;
  		ShaderLanguage::Uniform &u=shader->uniforms[E->get()];
  		pi.name=E->get();
  		switch(u.type) {
  
  			case ShaderLanguage::TYPE_VOID:
  			case ShaderLanguage::TYPE_BOOL:
  			case ShaderLanguage::TYPE_FLOAT:
  			case ShaderLanguage::TYPE_VEC2:
  			case ShaderLanguage::TYPE_VEC3:
  			case ShaderLanguage::TYPE_MAT3:
  			case ShaderLanguage::TYPE_MAT4:
  			case ShaderLanguage::TYPE_VEC4:
  				pi.type=u.default_value.get_type();
  				break;
  			case ShaderLanguage::TYPE_TEXTURE:
  				pi.type=Variant::_RID;
  				pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
  				pi.hint_string="Texture";
  				break;
  			case ShaderLanguage::TYPE_CUBEMAP:
  				pi.type=Variant::_RID;
  				pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
  				pi.hint_string="CubeMap";
  				break;
  		};
  
  		p_param_list->push_back(pi);
  
  	}
  
  }
  
  
  /* COMMON MATERIAL API */
  
  
  RID RasterizerGLES2::material_create() {
  
  	return material_owner.make_rid( memnew( Material ) );
  }
  
  void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  	if (material->shader==p_shader)
  		return;
  	material->shader=p_shader;
  	material->shader_version=0;
  
  }
  
  RID RasterizerGLES2::material_get_shader(RID p_material) const {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material,RID());
  	return material->shader;
  }
  
  
  void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  
  	Map<StringName,Material::UniformData>::Element *E=material->shader_params.find(p_param);
  	if (E) {
  
  		if (p_value.get_type()==Variant::NIL) {
  
  			material->shader_params.erase(E);
  			material->shader_version=0; //get default!
  		} else {
  			E->get().value=p_value;
  		}
  	} else {
  
  		Material::UniformData ud;
  		ud.index=-1;
  		ud.value=p_value;
  		ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture
  		material->shader_params[p_param]=ud; //may be got at some point, or erased
  
  	}
  }
  Variant RasterizerGLES2::material_get_param(RID p_material, const StringName& p_param) const {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material,Variant());
  
  
  	if (material->shader.is_valid()) {
  		//update shader params if necesary
  		//make sure the shader is compiled and everything
  		//so the actual parameters can be properly retrieved!
  		material->shader_cache=shader_owner.get( material->shader );
  		if (!material->shader_cache) {
  			//invalidate
  			material->shader=RID();
  			material->shader_cache=NULL;
  		} else {
  
  			if (material->shader_cache->dirty_list.in_list())
  				_update_shader(material->shader_cache);
  			if (material->shader_cache->valid && material->shader_cache->version!=material->shader_version) {
  				//validate
  				_update_material_shader_params(material);
  			}
  		}
  	}
  
  
  	if (material->shader_params.has(p_param))
  		return material->shader_params[p_param].value;
  	else
  		return Variant();
  }
  
  
  void RasterizerGLES2::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  	ERR_FAIL_INDEX(p_flag,VS::MATERIAL_FLAG_MAX);
  	material->flags[p_flag]=p_enabled;
  
  }
  bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material,false);
  	ERR_FAIL_INDEX_V(p_flag,VS::MATERIAL_FLAG_MAX,false);
  	return material->flags[p_flag];
  
  
  }
  
  void RasterizerGLES2::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  	ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
  	material->hints[p_hint]=p_enabled;
  
  }
  
  bool RasterizerGLES2::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material,false);
  	ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
  	return material->hints[p_hint];
  
  }
  
  void RasterizerGLES2::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  	material->shade_model=p_model;
  
  };
  
  VS::MaterialShadeModel RasterizerGLES2::material_get_shade_model(RID p_material) const {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
  	return material->shade_model;
  };
  
  
  void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  	material->blend_mode=p_mode;
  
  }
  VS::MaterialBlendMode RasterizerGLES2::material_get_blend_mode(RID p_material) const {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material,VS::MATERIAL_BLEND_MODE_ADD);
  	return material->blend_mode;
  }
  
  void RasterizerGLES2::material_set_line_width(RID p_material,float p_line_width) {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  	material->line_width=p_line_width;
  
  }
  float RasterizerGLES2::material_get_line_width(RID p_material) const {
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material,0);
  
  	return material->line_width;
  }
  
  
  
  /* MESH API */
  
  RID RasterizerGLES2::mesh_create() {
  
  
  	return mesh_owner.make_rid( memnew( Mesh ) );
  }
  
  
  
  void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,bool p_alpha_sort) {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND(!mesh);
  
  	ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
  	ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX);
  
  	uint32_t format=0;
  
  	// validation
  	int index_array_len=0;
  	int array_len=0;
  
  	for(int i=0;i<p_arrays.size();i++) {
  
  		if (p_arrays[i].get_type()==Variant::NIL)
  			continue;
  
  		format|=(1<<i);
  
  		if (i==VS::ARRAY_VERTEX) {
  
  			array_len=Vector3Array(p_arrays[i]).size();
  			ERR_FAIL_COND(array_len==0);
  		} else if (i==VS::ARRAY_INDEX) {
  
  			index_array_len=IntArray(p_arrays[i]).size();
  		}
  	}
  
  	ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
  
  
  	Surface *surface = memnew( Surface );
  	ERR_FAIL_COND( !surface );
  
  	bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
  	if ((!use_hw_skeleton_xform && format&VS::ARRAY_FORMAT_WEIGHTS) || mesh->morph_target_count>0) {
  
  		use_VBO=false;
  	}
  
  //	surface->packed=pack_arrays && use_VBO;
  
  	int total_elem_size=0;
  
  	for (int i=0;i<VS::ARRAY_MAX;i++) {
  
  
  		Surface::ArrayData&ad=surface->array[i];
  		ad.size=0;
  		ad.ofs=0;
  		int elem_size=0;
  		int elem_count=0;
  		bool valid_local=true;
  		GLenum datatype;
  		bool normalize=false;
  		bool bind=false;
  
  		if (!(format&(1<<i))) // no array
  			continue;
  
  
  		switch(i) {
  
  			case VS::ARRAY_VERTEX: {
  
  				if (use_VBO && use_half_float) {
  					elem_size=3*sizeof(int16_t); // vertex
  					datatype=_GL_HALF_FLOAT_OES;
  				} else {
  
  					elem_size=3*sizeof(GLfloat); // vertex
  					datatype=GL_FLOAT;
  				}
  				bind=true;
  				elem_count=3;
  
  			} break;
  			case VS::ARRAY_NORMAL: {
  
  				if (use_VBO) {
  					elem_size=4*sizeof(int8_t); // vertex
  					datatype=GL_BYTE;
  					normalize=true;
  				} else {
  					elem_size=3*sizeof(GLfloat); // vertex
  					datatype=GL_FLOAT;
  				}
  				bind=true;
  				elem_count=3;
  			} break;
  			case VS::ARRAY_TANGENT: {
  				if (use_VBO) {
  					elem_size=4*sizeof(int8_t); // vertex
  					datatype=GL_BYTE;
  					normalize=true;
  				} else {
  					elem_size=4*sizeof(GLfloat); // vertex
  					datatype=GL_FLOAT;
  				}
  				bind=true;
  				elem_count=4;
  
  			} break;
  			case VS::ARRAY_COLOR: {
  
  				elem_size=4*sizeof(uint8_t); /* RGBA */
  				datatype=GL_UNSIGNED_BYTE;
  				elem_count=4;
  				bind=true;
  				normalize=true;
  			} break;
  			case VS::ARRAY_TEX_UV:
  			case VS::ARRAY_TEX_UV2: {
  				if (use_VBO && use_half_float) {
  					elem_size=2*sizeof(int16_t); // vertex
  					datatype=_GL_HALF_FLOAT_OES;
  				} else {
  					elem_size=2*sizeof(GLfloat); // vertex
  					datatype=GL_FLOAT;
  				}
  				bind=true;
  				elem_count=2;
  
  			} break;
  			case VS::ARRAY_WEIGHTS: {
  
  				if (use_VBO) {
  
  					elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
  					elem_count=VS::ARRAY_WEIGHTS_SIZE;
  					valid_local=false;
  					bind=true;
  					normalize=true;
  					datatype=GL_UNSIGNED_SHORT;
  					elem_count=4;
  
  				} else {
  					elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
  					elem_count=VS::ARRAY_WEIGHTS_SIZE;
  					valid_local=false;
  					bind=false;
  					datatype=GL_FLOAT;
  					elem_count=4;
  				}
  
  			} break;
  			case VS::ARRAY_BONES: {
  
  				if (use_VBO) {
  					elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLubyte);
  					elem_count=VS::ARRAY_WEIGHTS_SIZE;
  					valid_local=false;
  					bind=true;
  					datatype=GL_UNSIGNED_BYTE;
  					elem_count=4;
  				} else {
  
  					elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
  					elem_count=VS::ARRAY_WEIGHTS_SIZE;
  					valid_local=false;
  					bind=false;
  					datatype=GL_UNSIGNED_SHORT;
  					elem_count=4;
  
  				}
  
  
  			} break;
  			case VS::ARRAY_INDEX: {
  
  				if (index_array_len<=0) {
  					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
  					break;
  				}
  				/* determine wether using 16 or 32 bits indices */
  				if (array_len>(1<<16)) {
  
  					elem_size=4;
  					datatype=GL_UNSIGNED_INT;
  				} else {
  					elem_size=2;
  					datatype=GL_UNSIGNED_SHORT;
  				}
  
  /*
  				if (use_VBO) {
  
  					glGenBuffers(1,&surface->index_id);
  					ERR_FAIL_COND(surface->index_id==0);
  					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  					glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*elem_size,NULL,GL_STATIC_DRAW);
  					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  				} else {
  					surface->index_array_local = (uint8_t*)memalloc(index_array_len*elem_size);
  				};
  */
  				surface->index_array_len=index_array_len; // only way it can exist
  				ad.ofs=0;
  				ad.size=elem_size;
  
  
  				continue;
  			} break;
  			default: {
  				ERR_FAIL( );
  			}
  		}
  
  		ad.ofs=total_elem_size;
  		ad.size=elem_size;
  		ad.datatype=datatype;
  		ad.normalize=normalize;
  		ad.bind=bind;
  		ad.count=elem_count;
  		total_elem_size+=elem_size;
  		if (valid_local) {
  			surface->local_stride+=elem_size;
  			surface->morph_format|=(1<<i);
  		}
  
  
  	}
  
  	surface->stride=total_elem_size;
  	surface->array_len=array_len;
  	surface->format=format;
  	surface->primitive=p_primitive;
  	surface->configured_format=0;
  	if (keep_copies) {
  		surface->data=p_arrays;
  		surface->morph_data=p_blend_shapes;
  	}
  
  	uint8_t *array_ptr=NULL;
  	uint8_t *index_array_ptr=NULL;
  	DVector<uint8_t> array_pre_vbo;
  	DVector<uint8_t>::Write vaw;
  	DVector<uint8_t> index_array_pre_vbo;
  	DVector<uint8_t>::Write iaw;
  
  	/* create pointers */
  	if (use_VBO) {
  
  		array_pre_vbo.resize(surface->array_len*surface->stride);
  		vaw = array_pre_vbo.write();
  		array_ptr=vaw.ptr();
  
  		if (surface->index_array_len) {
  
  			index_array_pre_vbo.resize(surface->index_array_len*surface->array[VS::ARRAY_INDEX].size);
  			iaw = index_array_pre_vbo.write();
  			index_array_ptr=iaw.ptr();
  		}
  	} else {
  
  		surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride);
  		array_ptr=(uint8_t*)surface->array_local;
  		if (surface->index_array_len) {
  			surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size);
  			index_array_ptr=(uint8_t*)surface->index_array_local;
  		}
  	}
  
  
  
  	_surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true);
  
  
  	/* create buffers!! */
  	if (use_VBO) {
  		glGenBuffers(1,&surface->vertex_id);
  		ERR_FAIL_COND(surface->vertex_id==0);
  		glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  		glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,array_ptr,GL_STATIC_DRAW);
  		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  		if (surface->index_array_len) {
  
  			glGenBuffers(1,&surface->index_id);
  			ERR_FAIL_COND(surface->index_id==0);
  			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  			glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*surface->array[VS::ARRAY_INDEX].size,index_array_ptr,GL_STATIC_DRAW);
  			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  
  		}
  	}
  
  	mesh->surfaces.push_back(surface);
  
  }
  
  Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main) {
  
  	uint32_t stride = p_main ? p_surface->stride : p_surface->local_stride;
  
  	for(int ai=0;ai<VS::ARRAY_MAX;ai++) {
  		if (ai>=p_arrays.size())
  			break;
  		if (p_arrays[ai].get_type()==Variant::NIL)
  			continue;
  		Surface::ArrayData &a=p_surface->array[ai];
  
  		switch(ai) {
  
  
  			case VS::ARRAY_VERTEX: {
  
  				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
  
  				DVector<Vector3> array = p_arrays[ai];
  				ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
  
  
  				DVector<Vector3>::Read read = array.read();
  				const Vector3* src=read.ptr();
  
  				// setting vertices means regenerating the AABB
  				AABB aabb;
  
  				float scale=1;
  				float max=0;
  
  
  
  				if (p_surface->array[VS::ARRAY_VERTEX].datatype==_GL_HALF_FLOAT_OES) {
  
  					for (int i=0;i<p_surface->array_len;i++) {
  
  
  						uint16_t vector[3]={ make_half_float(src[i].x), make_half_float(src[i].y), make_half_float(src[i].z) };
  
  						copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  
  						if (i==0) {
  
  							aabb=AABB(src[i],Vector3());
  						} else {
  
  							aabb.expand_to( src[i] );
  						}
  					}
  
  
  				} else {
  					for (int i=0;i<p_surface->array_len;i++) {
  
  
  						GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
  
  						copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  
  						if (i==0) {
  
  							aabb=AABB(src[i],Vector3());
  						} else {
  
  							aabb.expand_to( src[i] );
  						}
  					}
  				}
  
  				if (p_main) {
  					p_surface->aabb=aabb;
  					p_surface->vertex_scale=scale;
  				}
  
  
  			} break;
  			case VS::ARRAY_NORMAL: {
  
  				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
  
  				DVector<Vector3> array = p_arrays[ai];
  				ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
  
  
  				DVector<Vector3>::Read read = array.read();
  				const Vector3* src=read.ptr();
  
  				// setting vertices means regenerating the AABB
  
  				if (p_surface->array[VS::ARRAY_NORMAL].datatype==GL_BYTE) {
  
  					for (int i=0;i<p_surface->array_len;i++) {
  
  						GLbyte vector[4]={
  							CLAMP(src[i].x*127,-128,127),
  							CLAMP(src[i].y*127,-128,127),
  							CLAMP(src[i].z*127,-128,127),
  							0,
  						};
  
  						copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  
  					}
  
  				} else {
  					for (int i=0;i<p_surface->array_len;i++) {
  
  
  						GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
  						copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  
  					}
  				}
  
  
  			} break;
  			case VS::ARRAY_TANGENT: {
  
  				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  
  				DVector<real_t> array = p_arrays[ai];
  
  				ERR_FAIL_COND_V( array.size() != p_surface->array_len*4, ERR_INVALID_PARAMETER );
  
  
  				DVector<real_t>::Read read = array.read();
  				const real_t* src = read.ptr();
  
  				if (p_surface->array[VS::ARRAY_TANGENT].datatype==GL_BYTE) {
  
  					for (int i=0;i<p_surface->array_len;i++) {
  
  						GLbyte xyzw[4]={
  							CLAMP(src[i*4+0]*127,-128,127),
  							CLAMP(src[i*4+1]*127,-128,127),
  							CLAMP(src[i*4+2]*127,-128,127),
  							CLAMP(src[i*4+3]*127,-128,127)
  						};
  
  						copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);
  
  					}
  
  
  				} else {
  					for (int i=0;i<p_surface->array_len;i++) {
  
  						GLfloat xyzw[4]={
  							src[i*4+0],
  							src[i*4+1],
  							src[i*4+2],
  							src[i*4+3]
  						};
  
  						copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);
  
  					}
  				}
  
  			} break;
  			case VS::ARRAY_COLOR: {
  
  				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );
  
  
  				DVector<Color> array = p_arrays[ai];
  
  				ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
  
  
  				DVector<Color>::Read read = array.read();
  				const Color* src = read.ptr();
  				bool alpha=false;
  
  				for (int i=0;i<p_surface->array_len;i++) {
  
  					if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters
  						alpha=true;
  
  					uint8_t colors[4];
  
  					for(int j=0;j<4;j++) {
  
  						colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 );
  					}
  
  						copymem(&p_mem[a.ofs+i*stride], colors, a.size);
  
  				}
  
  				if (p_main)
  					p_surface->has_alpha=alpha;
  
  			} break;
  			case VS::ARRAY_TEX_UV:
  			case VS::ARRAY_TEX_UV2: {
  
  				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );
  
  				DVector<Vector2> array = p_arrays[ai];
  
  				ERR_FAIL_COND_V( array.size() != p_surface->array_len , ERR_INVALID_PARAMETER);
  
  				DVector<Vector2>::Read read = array.read();
  
  				const Vector2 * src=read.ptr();
  				float scale=1.0;
  
  
  				if (p_surface->array[ai].datatype==_GL_HALF_FLOAT_OES) {
  
  					for (int i=0;i<p_surface->array_len;i++) {
  
  						uint16_t uv[2]={ make_half_float(src[i].x) , make_half_float(src[i].y) };
  						copymem(&p_mem[a.ofs+i*stride], uv, a.size);
  					}
  
  				} else {
  					for (int i=0;i<p_surface->array_len;i++) {
  
  						GLfloat uv[2]={ src[i].x , src[i].y };
  
  						copymem(&p_mem[a.ofs+i*stride], uv, a.size);
  
  					}
  				}
  
  				if (p_main) {
  
  					if  (ai==VS::ARRAY_TEX_UV) {
  
  						p_surface->uv_scale=scale;
  					}
  					if  (ai==VS::ARRAY_TEX_UV2) {
  
  						p_surface->uv2_scale=scale;
  					}
  				}
  
  			} break;
  			case VS::ARRAY_WEIGHTS: {
  
  
  				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  
  				DVector<real_t> array = p_arrays[ai];
  
  				ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
  
  
  				DVector<real_t>::Read read = array.read();
  
  				const real_t * src = read.ptr();
  
  				if (p_surface->array[VS::ARRAY_WEIGHTS].datatype==GL_UNSIGNED_SHORT) {
  
  					for (int i=0;i<p_surface->array_len;i++) {
  
  						GLushort data[VS::ARRAY_WEIGHTS_SIZE];
  						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  							data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j]*65535,0,65535);
  						}
  
  						copymem(&p_mem[a.ofs+i*stride], data, a.size);
  					}
  				} else {
  
  					for (int i=0;i<p_surface->array_len;i++) {
  
  						GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
  						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  							data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
  						}
  
  						copymem(&p_mem[a.ofs+i*stride], data, a.size);
  
  
  					}
  
  
  				}
  
  			} break;
  			case VS::ARRAY_BONES: {
  
  
  				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  
  				DVector<int> array = p_arrays[ai];
  
  				ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
  
  
  				DVector<int>::Read read = array.read();
  
  				const int * src = read.ptr();
  
  				p_surface->max_bone=0;
  
  
  				if (p_surface->array[VS::ARRAY_BONES].datatype==GL_UNSIGNED_BYTE) {
  
  					for (int i=0;i<p_surface->array_len;i++) {
  
  						GLubyte data[VS::ARRAY_WEIGHTS_SIZE];
  						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  							data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j],0,255);
  							p_surface->max_bone=MAX(data[j],p_surface->max_bone);
  
  						}
  
  						copymem(&p_mem[a.ofs+i*stride], data, a.size);
  
  
  					}
  
  				} else {
  					for (int i=0;i<p_surface->array_len;i++) {
  
  						GLushort data[VS::ARRAY_WEIGHTS_SIZE];
  						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  							data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
  							p_surface->max_bone=MAX(data[j],p_surface->max_bone);
  
  						}
  
  						copymem(&p_mem[a.ofs+i*stride], data, a.size);
  
  
  					}
  				}
  
  
  			} break;
  			case VS::ARRAY_INDEX: {
  
  				ERR_FAIL_COND_V( p_surface->index_array_len<=0, ERR_INVALID_DATA );
  				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );
  
  				DVector<int> indices = p_arrays[ai];
  				ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
  				ERR_FAIL_COND_V( indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER );
  
  				/* determine wether using 16 or 32 bits indices */
  
  				DVector<int>::Read read = indices.read();
  				const int *src=read.ptr();
  
  				for (int i=0;i<p_surface->index_array_len;i++) {
  
  
  					if (a.size==2) {
  						uint16_t v=src[i];
  
  						copymem(&p_index_mem[i*a.size], &v, a.size);
  					} else {
  						uint32_t v=src[i];
  
  						copymem(&p_index_mem[i*a.size], &v, a.size);
  					}
  				}
  
  
  			} break;
  
  
  			default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);}
  		}
  
  		p_surface->configured_format|=(1<<ai);
  	}
  
  	return OK;
  }
  
  
  
  void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) {
  
  	ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?");
  	ERR_FAIL_V();
  }
  
  Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh,int p_surface) const {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,Array());
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
  	Surface *surface = mesh->surfaces[p_surface];
  	ERR_FAIL_COND_V( !surface, Array() );
  
  	return surface->data;
  
  
  }
  Array RasterizerGLES2::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const{
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,Array());
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
  	Surface *surface = mesh->surfaces[p_surface];
  	ERR_FAIL_COND_V( !surface, Array() );
  
  	return surface->morph_data;
  
  }
  
  
  void RasterizerGLES2::mesh_set_morph_target_count(RID p_mesh,int p_amount) {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND(!mesh);
  	ERR_FAIL_COND( mesh->surfaces.size()!=0 );
  
  	mesh->morph_target_count=p_amount;
  
  }
  
  int RasterizerGLES2::mesh_get_morph_target_count(RID p_mesh) const{
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,-1);
  
  	return mesh->morph_target_count;
  
  }
  
  void RasterizerGLES2::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode) {
  
  	ERR_FAIL_INDEX(p_mode,2);
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND(!mesh);
  
  	mesh->morph_target_mode=p_mode;
  
  }
  
  VS::MorphTargetMode RasterizerGLES2::mesh_get_morph_target_mode(RID p_mesh) const {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED);
  
  	return mesh->morph_target_mode;
  
  }
  
  
  
  void RasterizerGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND(!mesh);
  	ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() );
  	Surface *surface = mesh->surfaces[p_surface];
  	ERR_FAIL_COND( !surface);
  
  	if (surface->material_owned && surface->material.is_valid())
  		free(surface->material);
  
  	surface->material_owned=p_owned;
  
  	surface->material=p_material;
  }
  
  RID RasterizerGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,RID());
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() );
  	Surface *surface = mesh->surfaces[p_surface];
  	ERR_FAIL_COND_V( !surface, RID() );
  
  	return surface->material;
  }
  
  int RasterizerGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,-1);
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
  	Surface *surface = mesh->surfaces[p_surface];
  	ERR_FAIL_COND_V( !surface, -1 );
  
  	return surface->array_len;
  }
  int RasterizerGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,-1);
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
  	Surface *surface = mesh->surfaces[p_surface];
  	ERR_FAIL_COND_V( !surface, -1 );
  
  	return surface->index_array_len;
  }
  uint32_t RasterizerGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,0);
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 );
  	Surface *surface = mesh->surfaces[p_surface];
  	ERR_FAIL_COND_V( !surface, 0 );
  
  	return surface->format;
  }
  VS::PrimitiveType RasterizerGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS);
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS );
  	Surface *surface = mesh->surfaces[p_surface];
  	ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS );
  
  	return surface->primitive;
  }
  
  void RasterizerGLES2::mesh_remove_surface(RID p_mesh,int p_index) {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND(!mesh);
  	ERR_FAIL_INDEX(p_index, mesh->surfaces.size() );
  	Surface *surface = mesh->surfaces[p_index];
  	ERR_FAIL_COND( !surface);
  
  	if (surface->vertex_id)
  		glDeleteBuffers(1,&surface->vertex_id);
  	if (surface->index_id)
  		glDeleteBuffers(1,&surface->index_id);
  
  
  	if (mesh->morph_target_count) {
  		for(int i=0;i<mesh->morph_target_count;i++)
  			memfree(surface->morph_targets_local[i].array);
  		memfree( surface->morph_targets_local );
  	}
  
  	memdelete( mesh->surfaces[p_index] );
  	mesh->surfaces.remove(p_index);
  
  }
  int RasterizerGLES2::mesh_get_surface_count(RID p_mesh) const {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,-1);
  
  	return mesh->surfaces.size();
  }
  
  AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh) const {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,AABB());
  
  	AABB aabb;
  
  	for (int i=0;i<mesh->surfaces.size();i++) {
  
  		if (i==0)
  			aabb=mesh->surfaces[i]->aabb;
  		else
  			aabb.merge_with(mesh->surfaces[i]->aabb);
  	}
  
  	return aabb;
  }
  /* MULTIMESH API */
  
  RID RasterizerGLES2::multimesh_create() {
  
  	return multimesh_owner.make_rid( memnew( MultiMesh ));
  }
  
  void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh,int p_count) {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  
  	//multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations
  
  	if (use_texture_instancing) {
  
  		if (nearest_power_of_2(p_count)!=nearest_power_of_2(multimesh->elements.size())) {
  			if (multimesh->tex_id) {
  				glDeleteTextures(1,&multimesh->tex_id);
  				multimesh->tex_id=0;
  			}
  
  			if (p_count) {
  
  				uint32_t po2 = nearest_power_of_2(p_count);
  				if (po2&0xAAAAAAAA) {
  					//half width
  
  					multimesh->tw=Math::sqrt(po2*2);
  					multimesh->th=multimesh->tw/2;
  				} else {
  
  					multimesh->tw=Math::sqrt(po2);
  					multimesh->th=multimesh->tw;
  
  				}
  				multimesh->tw*=4;
  				if (multimesh->th==0)
  					multimesh->th=1;
  
  
  
  				glGenTextures(1, &multimesh->tex_id);
  				glActiveTexture(GL_TEXTURE0);
  				glBindTexture(GL_TEXTURE_2D,multimesh->tex_id);
  
  #ifdef GLEW_ENABLED
  				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
  #else
  				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
  #endif
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  				glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  				glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  				//multimesh->pixel_size=1.0/ps;
  
  				glBindTexture(GL_TEXTURE_2D,0);
  			}
  
  		}
  
  		if (!multimesh->dirty_list.in_list()) {
  			_multimesh_dirty_list.add(&multimesh->dirty_list);
  		}
  
  	}
  
  	multimesh->elements.resize(p_count);
  
  }
  int RasterizerGLES2::multimesh_get_instance_count(RID p_multimesh) const {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh,-1);
  
  	return multimesh->elements.size();
  }
  
  void RasterizerGLES2::multimesh_set_mesh(RID p_multimesh,RID p_mesh) {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  
  	multimesh->mesh=p_mesh;
  
  }
  void RasterizerGLES2::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  	multimesh->aabb=p_aabb;
  }
  void RasterizerGLES2::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  	ERR_FAIL_INDEX(p_index,multimesh->elements.size());
  	MultiMesh::Element &e=multimesh->elements[p_index];
  
  	e.matrix[0]=p_transform.basis.elements[0][0];
  	e.matrix[1]=p_transform.basis.elements[1][0];
  	e.matrix[2]=p_transform.basis.elements[2][0];
  	e.matrix[3]=0;
  	e.matrix[4]=p_transform.basis.elements[0][1];
  	e.matrix[5]=p_transform.basis.elements[1][1];
  	e.matrix[6]=p_transform.basis.elements[2][1];
  	e.matrix[7]=0;
  	e.matrix[8]=p_transform.basis.elements[0][2];
  	e.matrix[9]=p_transform.basis.elements[1][2];
  	e.matrix[10]=p_transform.basis.elements[2][2];
  	e.matrix[11]=0;
  	e.matrix[12]=p_transform.origin.x;
  	e.matrix[13]=p_transform.origin.y;
  	e.matrix[14]=p_transform.origin.z;
  	e.matrix[15]=1;
  
  	if (!multimesh->dirty_list.in_list()) {
  		_multimesh_dirty_list.add(&multimesh->dirty_list);
  	}
  
  }
  void RasterizerGLES2::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND(!multimesh)
  	ERR_FAIL_INDEX(p_index,multimesh->elements.size());
  	MultiMesh::Element &e=multimesh->elements[p_index];
  	e.color[0]=CLAMP(p_color.r*255,0,255);
  	e.color[1]=CLAMP(p_color.g*255,0,255);
  	e.color[2]=CLAMP(p_color.b*255,0,255);
  	e.color[3]=CLAMP(p_color.a*255,0,255);
  
  	if (!multimesh->dirty_list.in_list()) {
  		_multimesh_dirty_list.add(&multimesh->dirty_list);
  	}
  
  }
  
  RID RasterizerGLES2::multimesh_get_mesh(RID p_multimesh) const {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh,RID());
  
  	return multimesh->mesh;
  }
  AABB RasterizerGLES2::multimesh_get_aabb(RID p_multimesh) const {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh,AABB());
  
  	return multimesh->aabb;
  }
  
  Transform RasterizerGLES2::multimesh_instance_get_transform(RID p_multimesh,int p_index) const {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh,Transform());
  
  	ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Transform());
  	MultiMesh::Element &e=multimesh->elements[p_index];
  
  	Transform tr;
  
  	tr.basis.elements[0][0]=e.matrix[0];
  	tr.basis.elements[1][0]=e.matrix[1];
  	tr.basis.elements[2][0]=e.matrix[2];
  	tr.basis.elements[0][1]=e.matrix[4];
  	tr.basis.elements[1][1]=e.matrix[5];
  	tr.basis.elements[2][1]=e.matrix[6];
  	tr.basis.elements[0][2]=e.matrix[8];
  	tr.basis.elements[1][2]=e.matrix[9];
  	tr.basis.elements[2][2]=e.matrix[10];
  	tr.origin.x=e.matrix[12];
  	tr.origin.y=e.matrix[13];
  	tr.origin.z=e.matrix[14];
  
  	return tr;
  }
  Color RasterizerGLES2::multimesh_instance_get_color(RID p_multimesh,int p_index) const {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh,Color());
  	ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Color());
  	MultiMesh::Element &e=multimesh->elements[p_index];
  	Color c;
  	c.r=e.color[0]/255.0;
  	c.g=e.color[1]/255.0;
  	c.b=e.color[2]/255.0;
  	c.a=e.color[3]/255.0;
  
  	return c;
  
  }
  
  void RasterizerGLES2::multimesh_set_visible_instances(RID p_multimesh,int p_visible) {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  	multimesh->visible=p_visible;
  
  }
  
  int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const {
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh,-1);
  	return multimesh->visible;
  
  }
  
  
  /* PARTICLES API */
  
  RID RasterizerGLES2::particles_create() {
  
  	Particles *particles = memnew( Particles );
  	ERR_FAIL_COND_V(!particles,RID());
  	return particles_owner.make_rid(particles);
  }
  
  void RasterizerGLES2::particles_set_amount(RID p_particles, int p_amount) {
  
  	ERR_FAIL_COND(p_amount<1);
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	particles->data.amount=p_amount;
  
  }
  
  int RasterizerGLES2::particles_get_amount(RID p_particles) const {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,-1);
  	return particles->data.amount;
  
  }
  
  void RasterizerGLES2::particles_set_emitting(RID p_particles, bool p_emitting) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	particles->data.emitting=p_emitting;;
  
  }
  bool RasterizerGLES2::particles_is_emitting(RID p_particles) const {
  
  	const Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,false);
  	return particles->data.emitting;
  
  }
  
  void RasterizerGLES2::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	particles->data.visibility_aabb=p_visibility;
  
  }
  
  void RasterizerGLES2::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  
  	particles->data.emission_half_extents=p_half_extents;
  }
  Vector3 RasterizerGLES2::particles_get_emission_half_extents(RID p_particles) const {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,Vector3());
  
  	return particles->data.emission_half_extents;
  }
  
  void RasterizerGLES2::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  
  	particles->data.emission_base_velocity=p_base_velocity;
  }
  
  Vector3 RasterizerGLES2::particles_get_emission_base_velocity(RID p_particles) const {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,Vector3());
  
  	return particles->data.emission_base_velocity;
  }
  
  
  void RasterizerGLES2::particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  
  	particles->data.emission_points=p_points;
  }
  
  DVector<Vector3> RasterizerGLES2::particles_get_emission_points(RID p_particles) const {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,DVector<Vector3>());
  
  	return particles->data.emission_points;
  
  }
  
  void RasterizerGLES2::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  
  	particles->data.gravity_normal=p_normal;
  
  }
  Vector3 RasterizerGLES2::particles_get_gravity_normal(RID p_particles) const {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,Vector3());
  
  	return particles->data.gravity_normal;
  }
  
  
  AABB RasterizerGLES2::particles_get_visibility_aabb(RID p_particles) const {
  
  	const Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,AABB());
  	return particles->data.visibility_aabb;
  
  }
  
  void RasterizerGLES2::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) {
  
  	ERR_FAIL_INDEX(p_variable,VS::PARTICLE_VAR_MAX);
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	particles->data.particle_vars[p_variable]=p_value;
  
  }
  float RasterizerGLES2::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
  
  	const Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,-1);
  	return particles->data.particle_vars[p_variable];
  }
  
  void RasterizerGLES2::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	particles->data.particle_randomness[p_variable]=p_randomness;
  
  }
  float RasterizerGLES2::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
  
  	const Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,-1);
  	return particles->data.particle_randomness[p_variable];
  
  }
  
  void RasterizerGLES2::particles_set_color_phases(RID p_particles, int p_phases) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	ERR_FAIL_COND( p_phases<0 || p_phases>VS::MAX_PARTICLE_COLOR_PHASES );
  	particles->data.color_phase_count=p_phases;
  
  }
  int RasterizerGLES2::particles_get_color_phases(RID p_particles) const {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,-1);
  	return particles->data.color_phase_count;
  }
  
  
  void RasterizerGLES2::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
  
  	ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
  	if (p_pos<0.0)
  		p_pos=0.0;
  	if (p_pos>1.0)
  		p_pos=1.0;
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	particles->data.color_phases[p_phase].pos=p_pos;
  
  }
  float RasterizerGLES2::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
  
  	ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0);
  
  	const Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,-1);
  	return particles->data.color_phases[p_phase].pos;
  
  }
  
  void RasterizerGLES2::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) {
  
  	ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	particles->data.color_phases[p_phase].color=p_color;
  
  	//update alpha
  	particles->has_alpha=false;
  	for(int i=0;i<VS::MAX_PARTICLE_COLOR_PHASES;i++) {
  		if (particles->data.color_phases[i].color.a<0.99)
  			particles->has_alpha=true;
  	}
  
  }
  
  Color RasterizerGLES2::particles_get_color_phase_color(RID p_particles, int p_phase) const {
  
  	ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color());
  
  	const Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,Color());
  	return particles->data.color_phases[p_phase].color;
  
  }
  
  void RasterizerGLES2::particles_set_attractors(RID p_particles, int p_attractors) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	ERR_FAIL_COND( p_attractors<0 || p_attractors>VisualServer::MAX_PARTICLE_ATTRACTORS );
  	particles->data.attractor_count=p_attractors;
  
  }
  int RasterizerGLES2::particles_get_attractors(RID p_particles) const {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,-1);
  	return particles->data.attractor_count;
  }
  
  void RasterizerGLES2::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
  	particles->data.attractors[p_attractor].pos=p_pos;;
  }
  Vector3 RasterizerGLES2::particles_get_attractor_pos(RID p_particles,int p_attractor) const {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,Vector3());
  	ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,Vector3());
  	return particles->data.attractors[p_attractor].pos;
  }
  
  void RasterizerGLES2::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
  	particles->data.attractors[p_attractor].force=p_force;
  }
  
  float RasterizerGLES2::particles_get_attractor_strength(RID p_particles,int p_attractor) const {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,0);
  	ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,0);
  	return particles->data.attractors[p_attractor].force;
  }
  
  void RasterizerGLES2::particles_set_material(RID p_particles, RID p_material,bool p_owned) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	if (particles->material_owned && particles->material.is_valid())
  		free(particles->material);
  
  	particles->material_owned=p_owned;
  
  	particles->material=p_material;
  
  }
  RID RasterizerGLES2::particles_get_material(RID p_particles) const {
  
  	const Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,RID());
  	return particles->material;
  
  }
  
  void RasterizerGLES2::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	particles->data.local_coordinates=p_enable;
  
  }
  
  bool RasterizerGLES2::particles_is_using_local_coordinates(RID p_particles) const {
  
  	const Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,false);
  	return particles->data.local_coordinates;
  }
  bool RasterizerGLES2::particles_has_height_from_velocity(RID p_particles) const {
  
  	const Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,false);
  	return particles->data.height_from_velocity;
  }
  
  void RasterizerGLES2::particles_set_height_from_velocity(RID p_particles, bool p_enable) {
  
  	Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND(!particles);
  	particles->data.height_from_velocity=p_enable;
  
  }
  
  AABB RasterizerGLES2::particles_get_aabb(RID p_particles) const {
  
  	const Particles* particles = particles_owner.get( p_particles );
  	ERR_FAIL_COND_V(!particles,AABB());
  	return particles->data.visibility_aabb;
  }
  
  /* SKELETON API */
  
  RID RasterizerGLES2::skeleton_create() {
  
  	Skeleton *skeleton = memnew( Skeleton );
  	ERR_FAIL_COND_V(!skeleton,RID());
  	return skeleton_owner.make_rid( skeleton );
  }
  void RasterizerGLES2::skeleton_resize(RID p_skeleton,int p_bones) {
  
  	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  	ERR_FAIL_COND(!skeleton);
  	if (p_bones == skeleton->bones.size()) {
  		return;
  	};
  	if (use_hw_skeleton_xform) {
  
  		if (nearest_power_of_2(p_bones)!=nearest_power_of_2(skeleton->bones.size())) {
  			if (skeleton->tex_id) {
  				glDeleteTextures(1,&skeleton->tex_id);
  				skeleton->tex_id=0;
  			}
  
  			if (p_bones) {
  
  				glGenTextures(1, &skeleton->tex_id);
  				glActiveTexture(GL_TEXTURE0);
  				glBindTexture(GL_TEXTURE_2D,skeleton->tex_id);
  				int ps = nearest_power_of_2(p_bones*3);
  #ifdef GLEW_ENABLED
  				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
  #else
  				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
  #endif
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  				glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  				glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  				skeleton->pixel_size=1.0/ps;
  
  				glBindTexture(GL_TEXTURE_2D,0);
  			}
  
  		}
  
  		if (!skeleton->dirty_list.in_list()) {
  			_skeleton_dirty_list.add(&skeleton->dirty_list);
  		}
  
  	}
  	skeleton->bones.resize(p_bones);
  
  }
  int RasterizerGLES2::skeleton_get_bone_count(RID p_skeleton) const {
  
  	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  	ERR_FAIL_COND_V(!skeleton, -1);
  	return skeleton->bones.size();
  }
  void RasterizerGLES2::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) {
  
  	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  	ERR_FAIL_COND(!skeleton);
  	ERR_FAIL_INDEX( p_bone, skeleton->bones.size() );
  
  	Skeleton::Bone &b = skeleton->bones[p_bone];
  
  	b.mtx[0][0]=p_transform.basis[0][0];
  	b.mtx[0][1]=p_transform.basis[1][0];
  	b.mtx[0][2]=p_transform.basis[2][0];
  	b.mtx[1][0]=p_transform.basis[0][1];
  	b.mtx[1][1]=p_transform.basis[1][1];
  	b.mtx[1][2]=p_transform.basis[2][1];
  	b.mtx[2][0]=p_transform.basis[0][2];
  	b.mtx[2][1]=p_transform.basis[1][2];
  	b.mtx[2][2]=p_transform.basis[2][2];
  	b.mtx[3][0]=p_transform.origin[0];
  	b.mtx[3][1]=p_transform.origin[1];
  	b.mtx[3][2]=p_transform.origin[2];
  
  	if (skeleton->tex_id) {
  		if (!skeleton->dirty_list.in_list()) {
  			_skeleton_dirty_list.add(&skeleton->dirty_list);
  		}
  	}
  
  }
  
  Transform RasterizerGLES2::skeleton_bone_get_transform(RID p_skeleton,int p_bone) {
  
  	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  	ERR_FAIL_COND_V(!skeleton, Transform());
  	ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() );
  
  	const Skeleton::Bone &b = skeleton->bones[p_bone];
  
  	Transform t;
  	t.basis[0][0]=b.mtx[0][0];
  	t.basis[1][0]=b.mtx[0][1];
  	t.basis[2][0]=b.mtx[0][2];
  	t.basis[0][1]=b.mtx[1][0];
  	t.basis[1][1]=b.mtx[1][1];
  	t.basis[2][1]=b.mtx[1][2];
  	t.basis[0][2]=b.mtx[2][0];
  	t.basis[1][2]=b.mtx[2][1];
  	t.basis[2][2]=b.mtx[2][2];
  	t.origin[0]=b.mtx[3][0];
  	t.origin[1]=b.mtx[3][1];
  	t.origin[2]=b.mtx[3][2];
  
  	return t;
  
  }
  
  
  /* LIGHT API */
  
  RID RasterizerGLES2::light_create(VS::LightType p_type) {
  
  	Light *light = memnew( Light );
  	light->type=p_type;
  	return light_owner.make_rid(light);
  }
  
  VS::LightType RasterizerGLES2::light_get_type(RID p_light) const {
  
  	Light *light = light_owner.get(p_light);
  	ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI);
  	return light->type;
  }
  
  void RasterizerGLES2::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) {
  
  	Light *light = light_owner.get(p_light);
  	ERR_FAIL_COND(!light);
  	ERR_FAIL_INDEX( p_type, 3 );
  	light->colors[p_type]=p_color;
  }
  Color RasterizerGLES2::light_get_color(RID p_light,VS::LightColor p_type) const {
  
  	Light *light = light_owner.get(p_light);
  	ERR_FAIL_COND_V(!light, Color());
  	ERR_FAIL_INDEX_V( p_type, 3, Color() );
  	return light->colors[p_type];
  }
  
  void RasterizerGLES2::light_set_shadow(RID p_light,bool p_enabled) {
  
  	Light *light = light_owner.get(p_light);
  	ERR_FAIL_COND(!light);
  	light->shadow_enabled=p_enabled;
  }
  
  bool RasterizerGLES2::light_has_shadow(RID p_light) const {
  
  	Light *light = light_owner.get(p_light);
  	ERR_FAIL_COND_V(!light,false);
  	return light->shadow_enabled;
  }
  
  void RasterizerGLES2::light_set_volumetric(RID p_light,bool p_enabled) {
  
  	Light *light = light_owner.get(p_light);
  	ERR_FAIL_COND(!light);
  	light->volumetric_enabled=p_enabled;
  
  }
  bool RasterizerGLES2::light_is_volumetric(RID p_light) const {
  
  	Light *light = light_owner.get(p_light);
  	ERR_FAIL_COND_V(!light,false);
  	return light->volumetric_enabled;
  }
  
  void RasterizerGLES2::light_set_projector(RID p_light,RID p_texture) {
  
  	Light *light = light_owner.get(p_light);
  	ERR_FAIL_COND(!light);
  	light->projector=p_texture;
  }
  RID RasterizerGLES2::light_get_projector(RID p_light) const {
  
  	Light *light = light_owner.get(p_light);
  	ERR_FAIL_COND_V(!light,RID());
  	return light->projector;
  }
  
  void RasterizerGLES2::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {
  
  	Light * light = light_owner.get( p_light );
  	ERR_FAIL_COND(!light);
  	ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX );
  
  	light->vars[p_var]=p_value;
  }
  float RasterizerGLES2::light_get_var(RID p_light, VS::LightParam p_var) const {
  
  	Light * light = light_owner.get( p_light );
  	ERR_FAIL_COND_V(!light,0);
  
  	ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 );
  
  	return light->vars[p_var];
  }
  
  void RasterizerGLES2::light_set_operator(RID p_light,VS::LightOp p_op) {
  
  };
  
  VS::LightOp RasterizerGLES2::light_get_operator(RID p_light) const {
  
  	return VS::LightOp();
  };
  
  void RasterizerGLES2::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {
  
  	Light * light = light_owner.get( p_light );
  	ERR_FAIL_COND(!light);
  
  	light->omni_shadow_mode=p_mode;
  }
  VS::LightOmniShadowMode RasterizerGLES2::light_omni_get_shadow_mode(RID p_light) const {
  
  	const Light * light = light_owner.get( p_light );
  	ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_DEFAULT);
  
  	return light->omni_shadow_mode;
  }
  
  void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) {
  
  	Light * light = light_owner.get( p_light );
  	ERR_FAIL_COND(!light);
  
  	light->directional_shadow_mode=p_mode;
  }
  
  
  VS::LightDirectionalShadowMode RasterizerGLES2::light_directional_get_shadow_mode(RID p_light) const {
  
  	const Light * light = light_owner.get( p_light );
  	ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
  
  	return light->directional_shadow_mode;
  }
  
  void RasterizerGLES2::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) {
  
  	Light * light = light_owner.get( p_light );
  	ERR_FAIL_COND(!light);
  
  	light->directional_shadow_param[p_param]=p_value;
  }
  
  float RasterizerGLES2::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const {
  
  	const Light * light = light_owner.get( p_light );
  	ERR_FAIL_COND_V(!light,0);
  	return light->directional_shadow_param[p_param];
  }
  
  
  AABB RasterizerGLES2::light_get_aabb(RID p_light) const {
  
  	Light *light = light_owner.get( p_light );
  	ERR_FAIL_COND_V(!light,AABB());
  
  	switch( light->type ) {
  
  		case VS::LIGHT_SPOT: {
  
  			float len=light->vars[VS::LIGHT_PARAM_RADIUS];
  			float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
  			return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
  		} break;
  		case VS::LIGHT_OMNI: {
  
  			float r = light->vars[VS::LIGHT_PARAM_RADIUS];
  			return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
  		} break;
  		case VS::LIGHT_DIRECTIONAL: {
  
  			return AABB();
  		} break;
  		default: {}
  	}
  
  	ERR_FAIL_V( AABB() );
  }
  
  
  RID RasterizerGLES2::light_instance_create(RID p_light) {
  
  	Light *light = light_owner.get( p_light );
  	ERR_FAIL_COND_V(!light, RID());
  
  	LightInstance *light_instance = memnew( LightInstance );
  
  	light_instance->light=p_light;
  	light_instance->base=light;
  	light_instance->last_pass=0;
  
  	return light_instance_owner.make_rid( light_instance );
  }
  void RasterizerGLES2::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) {
  
  	LightInstance *lighti = light_instance_owner.get( p_light_instance );
  	ERR_FAIL_COND(!lighti);
  	lighti->transform=p_transform;
  
  }
  
  
  Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_light_instance, bool p_far) const {
  
  	LightInstance *lighti = light_instance_owner.get( p_light_instance );
  	ERR_FAIL_COND_V(!lighti,Rasterizer::SHADOW_NONE);
  
  	switch(lighti->base->type) {
  
  		case VS::LIGHT_DIRECTIONAL: {
  			switch(lighti->base->directional_shadow_mode) {
  				case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
  					return SHADOW_ORTHOGONAL;
  				} break;
  				case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE:{
  					return SHADOW_PSM;
  				} break;
  				case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT:{
  					return SHADOW_PSSM;
  				} break;
  			}
  
  		}break;
  		case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break;
  		case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break;
  	}
  
  	return Rasterizer::SHADOW_NONE;
  }
  
  int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) const {
  
  	LightInstance *lighti = light_instance_owner.get( p_light_instance );
  	ERR_FAIL_COND_V(!lighti,0);
  	if (lighti->base->type==VS::LIGHT_OMNI || (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT))
  		return 2; // dp
  	else
  		return 1;
  }
  
  void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) {
  
  	LightInstance *lighti = light_instance_owner.get( p_light_instance );
  	ERR_FAIL_COND(!lighti);
  
  	ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL);
  //	ERR_FAIL_INDEX(p_index,1);
  
  	if (p_index==0) {
  		lighti->custom_projection=p_camera;
  		lighti->custom_transform=p_transform;
  		//Plane p(0,0,-p_split_far,1);
  		//p=camera_projection.xform4(p);
  		//lighti->shadow_split=p.normal.z/p.d;
  		lighti->shadow_split=1.0/p_split_far;
  
  		//lighti->shadow_split=-p_split_far;
  	} else {
  
  		lighti->custom_projection2=p_camera;
  		lighti->custom_transform2=p_transform;
  		lighti->shadow_split2=p_split_far;
  
  	}
  
  }
  
  int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const{
  
  	LightInstance *lighti = light_instance_owner.get( p_light_instance );
  	ERR_FAIL_COND_V(!lighti,1);
  	ERR_FAIL_COND_V(!lighti->near_shadow_buffer,256);
  	return lighti->near_shadow_buffer->size/2;
  }
  
  void RasterizerGLES2::shadow_clear_near() {
  
  
  	for(int i=0;i<near_shadow_buffers.size();i++) {
  
  		if (near_shadow_buffers[i].owner)
  			near_shadow_buffers[i].owner->clear_near_shadow_buffers();
  	}
  
  }
  
  bool RasterizerGLES2::shadow_allocate_near(RID p_light) {
  
  	if (!use_shadow_mapping || !use_framebuffers)
  		return false;
  
  	LightInstance *li = light_instance_owner.get(p_light);
  	ERR_FAIL_COND_V(!li,false);
  	ERR_FAIL_COND_V( li->near_shadow_buffer, false);
  
  	int skip=0;
  	if (framebuffer.active) {
  
  		int sc = framebuffer.scale;
  		while(sc>1) {
  			sc/=2;
  			skip++;
  		}
  	}
  
  	for(int i=0;i<near_shadow_buffers.size();i++) {
  
  
  		if (skip>0) {
  			skip--;
  			continue;
  		}
  
  		if (near_shadow_buffers[i].owner!=NULL)
  			continue;
  
  		near_shadow_buffers[i].owner=li;
  		li->near_shadow_buffer=&near_shadow_buffers[i];
  		return true;
  	}
  
  	return false;
  }
  
  bool RasterizerGLES2::shadow_allocate_far(RID p_light) {
  
  	return false;
  }
  
  
  /* PARTICLES INSTANCE */
  
  RID RasterizerGLES2::particles_instance_create(RID p_particles) {
  
  	ERR_FAIL_COND_V(!particles_owner.owns(p_particles),RID());
  	ParticlesInstance *particles_instance = memnew( ParticlesInstance );
  	ERR_FAIL_COND_V(!particles_instance, RID() );
  	particles_instance->particles=p_particles;
  	return particles_instance_owner.make_rid(particles_instance);
  }
  
  void RasterizerGLES2::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) {
  
  	ParticlesInstance *particles_instance=particles_instance_owner.get(p_particles_instance);
  	ERR_FAIL_COND(!particles_instance);
  	particles_instance->transform=p_transform;
  }
  
  
  
  RID RasterizerGLES2::viewport_data_create() {
  
  	ViewportData *vd = memnew( ViewportData );
  
  	glActiveTexture(GL_TEXTURE0);
  	glGenFramebuffers(1, &vd->lum_fbo);
  	glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);
  
  	glGenTextures(1, &vd->lum_color);
  	glBindTexture(GL_TEXTURE_2D, vd->lum_color);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
  		     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  			       GL_TEXTURE_2D, vd->lum_color, 0);
  
  
  	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  
  	glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  	DEBUG_TEST_ERROR("Viewport Data Init");
  	if (status != GL_FRAMEBUFFER_COMPLETE) {
  		WARN_PRINT("Can't create framebuffer for vd");
  	}
  
  	return viewport_data_owner.make_rid(vd);
  }
  
  RID RasterizerGLES2::render_target_create(){
  
  	RenderTarget *rt = memnew( RenderTarget );
  	rt->fbo=0;
  	rt->width=0;
  	rt->height=0;
  	rt->last_pass=0;
  
  	Texture *texture = memnew(Texture);
  	texture->active=false;
  	texture->total_data_size=0;
  	texture->render_target=rt;
  	rt->texture_ptr=texture;
  	rt->texture=texture_owner.make_rid( texture );
  	rt->texture_ptr->active=false;
  	return render_target_owner.make_rid(rt);
  
  }
  void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int p_height){
  
  	RenderTarget *rt = render_target_owner.get(p_render_target);
  
  	if (p_width==rt->width && p_height==rt->height)
  		return;
  
  	if (rt->width!=0 && rt->height!=0) {
  
  		glDeleteFramebuffers(1,&rt->fbo);
  		glDeleteRenderbuffers(1,&rt->depth);
  		glDeleteTextures(1,&rt->color);
  
  		rt->fbo=0;
  		rt->width=0;
  		rt->height=0;
  		rt->texture_ptr->tex_id=0;
  		rt->texture_ptr->active=false;
  
  	}
  
  	if (p_width==0 || p_height==0)
  		return;
  
  	rt->width=p_width;
  	rt->height=p_height;
  
  	//fbo
  	glGenFramebuffers(1, &rt->fbo);
  	glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  
  	//depth
  	glGenRenderbuffers(1, &rt->depth);
  	glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
  
  	glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height);
  
  	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
  
  	//color
  	glGenTextures(1, &rt->color);
  	glBindTexture(GL_TEXTURE_2D, rt->color);
  	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,  rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
  
  	rt->texture_ptr->tex_id=rt->color;
  	rt->texture_ptr->active=true;
  	rt->texture_ptr->width=p_width;
  	rt->texture_ptr->height=p_height;
  
  #
  	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  
  	if (status != GL_FRAMEBUFFER_COMPLETE) {
  
  		glDeleteRenderbuffers(1,&rt->fbo);
  		glDeleteTextures(1,&rt->depth);
  		glDeleteTextures(1,&rt->color);
  		rt->fbo=0;
  		rt->width=0;
  		rt->height=0;
  		rt->color=0;
  		rt->depth=0;
  		rt->texture_ptr->tex_id=0;
  		rt->texture_ptr->active=false;
  		WARN_PRINT("Could not create framebuffer!!");
  	}
  
  	glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  
  }
  
  RID RasterizerGLES2::render_target_get_texture(RID p_render_target) const{
  
  	const RenderTarget *rt = render_target_owner.get(p_render_target);
  	ERR_FAIL_COND_V(!rt,RID());
  	return rt->texture;
  }
  bool RasterizerGLES2::render_target_renedered_in_frame(RID p_render_target){
  
  	RenderTarget *rt = render_target_owner.get(p_render_target);
  	ERR_FAIL_COND_V(!rt,false);
  	return rt->last_pass==frame;
  }
  
  
  /* RENDER API */
  /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
  
  
  
  
  
  void RasterizerGLES2::begin_frame() {
  
  
  
  
  	_update_framebuffer();
  
  	glDepthFunc(GL_LEQUAL);
  	glFrontFace(GL_CW);
  
  	//fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
  	canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
  
  
  	window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
  
  	double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec
  	time/=1000.0; // make secs
  	time_delta=time-last_time;
  	last_time=time;
  	frame++;
  	clear_viewport(Color(1,0,0.5));
  
  	_rinfo.vertex_count=0;
  	_rinfo.object_count=0;
  	_rinfo.mat_change_count=0;
  	_rinfo.shader_change_count=0;
  	_rinfo.ci_draw_commands=0;
  	_rinfo.surface_count=0;
  	_rinfo.draw_calls=0;
  
  
  	_update_fixed_materials();
  	while(_shader_dirty_list.first()) {
  
  		_update_shader(_shader_dirty_list.first()->self());
  	}
  
  	while(_skeleton_dirty_list.first()) {
  
  
  		Skeleton *s=_skeleton_dirty_list.first()->self();
  
  		float *sk_float = (float*)skinned_buffer;
  		for(int i=0;i<s->bones.size();i++) {
  
  			float *m = &sk_float[i*12];
  			const Skeleton::Bone &b=s->bones[i];
  			m[0]=b.mtx[0][0];
  			m[1]=b.mtx[1][0];
  			m[2]=b.mtx[2][0];
  			m[3]=b.mtx[3][0];
  
  			m[4]=b.mtx[0][1];
  			m[5]=b.mtx[1][1];
  			m[6]=b.mtx[2][1];
  			m[7]=b.mtx[3][1];
  
  			m[8]=b.mtx[0][2];
  			m[9]=b.mtx[1][2];
  			m[10]=b.mtx[2][2];
  			m[11]=b.mtx[3][2];
  
  
  		}
  
  
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_2D,s->tex_id);
  		glTexSubImage2D(GL_TEXTURE_2D,0,0,0,nearest_power_of_2(s->bones.size()*3),1,GL_RGBA,GL_FLOAT,sk_float);
  		_skeleton_dirty_list.remove( _skeleton_dirty_list.first() );
  	}
  
  	while(_multimesh_dirty_list.first()) {
  
  
  		MultiMesh *s=_multimesh_dirty_list.first()->self();
  
  		float *sk_float = (float*)skinned_buffer;
  		for(int i=0;i<s->elements.size();i++) {
  
  			float *m = &sk_float[i*16];
  			const float *im=s->elements[i].matrix;
  			for(int j=0;j<16;j++) {
  				m[j]=im[j];
  			}
  
  		}
  
  
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_2D,s->tex_id);
  		glTexSubImage2D(GL_TEXTURE_2D,0,0,0,s->tw,s->th,GL_RGBA,GL_FLOAT,sk_float);
  		_multimesh_dirty_list.remove( _multimesh_dirty_list.first() );
  	}
  
  
  	draw_next_frame=false;
  //	material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0));
  	/* nehe ?*/
  
  //	glClearColor(0,0,1,1);
  //	glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
  }
  
  void RasterizerGLES2::capture_viewport(Image* r_capture) {
  #if 0
  	DVector<uint8_t> pixels;
  	pixels.resize(viewport.width*viewport.height*3);
  	DVector<uint8_t>::Write w = pixels.write();
  #ifdef GLEW_ENABLED
  	glReadBuffer(GL_COLOR_ATTACHMENT0);
  #endif
  	glPixelStorei(GL_PACK_ALIGNMENT, 1);
  	if (current_rt)
  		glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr() );
  	else
  		glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr());
  
  	glPixelStorei(GL_PACK_ALIGNMENT, 4);
  
  	w=DVector<uint8_t>::Write();
  
  	r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB,pixels);
  #else
  
  
  	DVector<uint8_t> pixels;
  	pixels.resize(viewport.width*viewport.height*4);
  	DVector<uint8_t>::Write w = pixels.write();
  	glPixelStorei(GL_PACK_ALIGNMENT, 4);
  	if (current_rt) {
  #ifdef GLEW_ENABLED
  		glReadBuffer(GL_COLOR_ATTACHMENT0);
  #endif
  		glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr() );
  	} else {
  		// back?
  		glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr());
  	}
  	w=DVector<uint8_t>::Write();
  
  	r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA,pixels);
  	r_capture->flip_y();
  
  
  #endif
  
  }
  
  
  void RasterizerGLES2::clear_viewport(const Color& p_color) {
  
  	if (current_rt) {
  
  		glScissor( 0, 0, viewport.width, viewport.height );
  	} else {
  		glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  	}
  
  	glEnable(GL_SCISSOR_TEST);
  	glClearColor(p_color.r,p_color.g,p_color.b,1.0);
  	glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
  	glDisable(GL_SCISSOR_TEST);
  };
  
  
  void RasterizerGLES2::set_render_target(RID p_render_target) {
  
  	if (!p_render_target.is_valid()) {
  		glBindFramebuffer(GL_FRAMEBUFFER,base_framebuffer);
  		current_rt=NULL;
  
  	} else {
  		RenderTarget *rt = render_target_owner.get(p_render_target);
  		ERR_FAIL_COND(!rt);
  		ERR_FAIL_COND(rt->fbo==0);
  		glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo);
  		current_rt=rt;
  	}
  
  }
  
  void RasterizerGLES2::set_viewport(const VS::ViewportRect& p_viewport) {
  
  	viewport=p_viewport;
  	//viewport.width/=2;
  	//viewport.height/=2;
  	//print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height));
  
  	if (current_rt) {
  
  		glViewport( 0, 0,viewport.width, viewport.height );
  	} else {
  		glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  	}
  }
  
  void RasterizerGLES2::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) {
  
  
  	current_debug=p_debug;
  	opaque_render_list.clear();
  	alpha_render_list.clear();
  	light_instance_count=0;
  	current_env = p_env.is_valid() ? environment_owner.get(p_env) : NULL;
  	scene_pass++;
  	last_light_id=0;
  	directional_light_count=0;
  	lights_use_shadow=false;
  	texscreen_used=false;
  	current_vd=viewport_data_owner.get(p_viewport_data);
  	if (current_debug==VS::SCENARIO_DEBUG_WIREFRAME) {
  #ifdef GLEW_ENABLED
  		glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  #endif
  	}
  
  	//set state
  
  	glCullFace(GL_FRONT);
  	cull_front=true;
  };
  
  void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) {
  
  	ERR_FAIL_COND(shadow);
  	shadow = light_instance_owner.get(p_light_instance);
  	shadow_pass=p_shadow_pass;
  	ERR_FAIL_COND(!shadow);
  
  	opaque_render_list.clear();
  	alpha_render_list.clear();
  //	pre_zpass_render_list.clear();
  	light_instance_count=0;
  
  	glCullFace(GL_FRONT);
  	cull_front=true;
  
  }
  
  void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_projection) {
  
  	camera_transform=p_world;
  	camera_transform_inverse=camera_transform.inverse();
  	camera_projection=p_projection;
  	camera_plane = Plane( camera_transform.origin, camera_transform.basis.get_axis(2) );
  	camera_z_near=camera_projection.get_z_near();
  	camera_z_far=camera_projection.get_z_far();
  	camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y);
  }
  
  void RasterizerGLES2::add_light( RID p_light_instance ) {
  
  #define LIGHT_FADE_TRESHOLD 0.05
  
  	ERR_FAIL_COND( light_instance_count >= MAX_SCENE_LIGHTS );
  
  	LightInstance *li = light_instance_owner.get(p_light_instance);
  	ERR_FAIL_COND(!li);
  
  
  	switch(li->base->type) {
  
  		case VS::LIGHT_DIRECTIONAL: {
  
  			ERR_FAIL_COND( directional_light_count >= RenderList::MAX_LIGHTS);
  			directional_lights[directional_light_count++]=li;
  
  			if (li->base->shadow_enabled) {
  				CameraMatrix bias;
  				bias.set_light_bias();
  				Transform modelview=Transform(camera_transform_inverse * li->custom_transform).inverse();
  				li->shadow_projection = bias * li->custom_projection * modelview;
  
  				Transform modelview2=Transform(camera_transform_inverse * li->custom_transform2).inverse();
  				li->shadow_projection2 = bias * li->custom_projection2 * modelview2;
  				lights_use_shadow=true;
  			}
  		} break;
  		case VS::LIGHT_OMNI: {
  
  			if (li->base->shadow_enabled) {
  				li->shadow_projection = Transform(camera_transform_inverse * li->transform).inverse();
  				lights_use_shadow=true;
  			}
  		} break;
  		case VS::LIGHT_SPOT: {
  
  			if (li->base->shadow_enabled) {
  				CameraMatrix bias;
  				bias.set_light_bias();
  				Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
  				li->shadow_projection = bias * li->projection * modelview;
  				lights_use_shadow=true;
  			}
  		} break;
  
  	}
  
  
  	/* make light hash */
  
  	// actually, not really a hash, but helps to sort the lights
  	// and avoid recompiling redudant shader versions
  
  
  	li->last_pass=scene_pass;
  	li->sort_key=light_instance_count;
  
  	light_instances[light_instance_count++]=li;
  
  }
  
  void RasterizerGLES2::_update_shader( Shader* p_shader) const {
  
  	_shader_dirty_list.remove( &p_shader->dirty_list );
  
  	p_shader->valid=false;
  
  
  	p_shader->uniforms.clear();
  	Vector<StringName> uniform_names;
  
  	String vertex_code;
  	String vertex_globals;
  	ShaderCompilerGLES2::Flags flags;
  
  	if (p_shader->mode==VS::SHADER_MATERIAL) {
  		Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,flags,&p_shader->uniforms);
  		if (err) {
  			return; //invalid
  		}
  	}
  
  	//print_line("compiled vertex: "+vertex_code);
  	//print_line("compiled vertex globals: "+vertex_globals);
  
  	//print_line("UCV: "+itos(p_shader->uniforms.size()));
  	String fragment_code;
  	String fragment_globals;
  
  	Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,flags,&p_shader->uniforms);
  	if (err) {
  		return; //invalid
  	}
  
  	//print_line("compiled fragment: "+fragment_code);
  	//print_line("compiled fragment globals: "+fragment_globals);
  
  	//print_line("UCF: "+itos(p_shader->uniforms.size()));
  
  	for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_shader->uniforms.front();E;E=E->next()) {
  
  		uniform_names.push_back("_"+String(E->key()));
  	}
  
  	if (p_shader->mode==VS::SHADER_MATERIAL) {
  		//print_line("setting code to id.. "+itos(p_shader->custom_code_id));
  		Vector<const char*> enablers;
  		if (flags.use_color_interp)
  			enablers.push_back("#define ENABLE_COLOR_INTERP\n");
  		if (flags.use_uv_interp)
  			enablers.push_back("#define ENABLE_UV_INTERP\n");
  		if (flags.use_uv2_interp)
  			enablers.push_back("#define ENABLE_UV2_INTERP\n");
  		if (flags.use_tangent_interp)
  			enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
  		if (flags.use_var1_interp)
  			enablers.push_back("#define ENABLE_VAR1_INTERP\n");
  		if (flags.use_var2_interp)
  			enablers.push_back("#define ENABLE_VAR2_INTERP\n");
  		if (flags.uses_texscreen) {
  			enablers.push_back("#define ENABLE_TEXSCREEN\n");
  		}
  		if (flags.uses_screen_uv) {
  			enablers.push_back("#define ENABLE_SCREEN_UV\n");
  		}
  
  		material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names,enablers);
  	} else {
  		//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
  	}
  
  	p_shader->valid=true;
  	p_shader->has_alpha=flags.uses_alpha || flags.uses_texscreen;
  	p_shader->has_texscreen=flags.uses_texscreen;
  	p_shader->has_screen_uv=flags.uses_screen_uv;
  	p_shader->can_zpass=!flags.uses_discard && !flags.vertex_code_writes_vertex;
  	p_shader->version++;
  
  }
  
  
  void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner) {
  
  	Material *m=NULL;
  	RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override : p_geometry->material;
  
  #ifdef DEBUG_ENABLED
  	if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
  		m_src=overdraw_material;
  	}
  
  #endif
  
  	if (m_src)
  		m=material_owner.get( m_src );
  
  	if (!m) {
  		m=material_owner.get( default_material );
  	}
  
  	ERR_FAIL_COND(!m);
  
  	if (m->last_pass!=frame) {
  
  		if (m->shader.is_valid()) {
  
  			m->shader_cache=shader_owner.get(m->shader);
  			if (m->shader_cache) {
  
  
  
  				if (!m->shader_cache->valid) {
  					m->shader_cache=NULL;
  				} else {
  					if (m->shader_cache->has_texscreen)
  						texscreen_used=true;
  				}
  			} else {
  				m->shader=RID();
  			}
  
  		} else {
  			m->shader_cache=NULL;
  		}
  
  		m->last_pass=frame;
  	}
  
  
  	LightInstance *lights[RenderList::MAX_LIGHTS];
  
  	RenderList *render_list=NULL;
  
  	bool has_alpha = m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || (m->shader_cache && m->shader_cache->has_alpha) || m->flags[VS::MATERIAL_FLAG_ONTOP];
  
  
  	if (shadow) {
  
  		if (has_alpha)
  			return; //bye
  
  		if (true) {
  			m = shadow_mat_ptr; //for now do this always
  			if (m->last_pass!=frame) {
  
  				if (m->shader.is_valid()) {
  
  					m->shader_cache=shader_owner.get(m->shader);
  					if (m->shader_cache) {
  
  
  						if (!m->shader_cache->valid)
  							m->shader_cache=NULL;
  					} else {
  						m->shader=RID();
  					}
  
  				} else {
  					m->shader_cache=NULL;
  				}
  
  				m->last_pass=frame;
  			}
  		}
  
  		render_list = &opaque_render_list;
  	/* notyet
  		if (!m->shader_cache || m->shader_cache->can_zpass)
  			render_list = &alpha_render_list;
  		} else {
  			render_list = &opaque_render_list;
  		}*/
  
  	} else {
  		if (has_alpha) {
  			render_list = &alpha_render_list;
  		} else {
  			render_list = &opaque_render_list;
  
  		}
  	}
  
  
  	RenderList::Element *e = render_list->add_element();
  
  	e->geometry=p_geometry;
  	e->geometry_cmp=p_geometry_cmp;
  	e->material=m;
  	e->instance=p_instance;
  	//e->depth=camera_plane.distance_to(p_world->origin);
  	e->depth=camera_transform.origin.distance_to(p_instance->transform.origin);
  	e->owner=p_owner;
  	e->light_type=0;
  	e->additive=false;
  	e->additive_ptr=&e->additive;
  	e->sort_flags=0;
  
  
  	if (p_instance->skeleton.is_valid()) {
  		e->skeleton=skeleton_owner.get(p_instance->skeleton);
  		if (!e->skeleton)
  			const_cast<InstanceData*>(p_instance)->skeleton=RID();
  		else
  			e->sort_flags|=RenderList::SORT_FLAG_SKELETON;
  	} else {
  		e->skeleton=NULL;
  
  	}
  
  	if (e->geometry->type==Geometry::GEOMETRY_MULTISURFACE)
  		e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
  
  
  	e->mirror=p_instance->mirror;
  	if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
  		e->mirror=!e->mirror;
  
  	e->light_type=0xFF; // no lights!
  	e->light=0xFFFF;
  
  	if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
  
  		e->light_type=0x7F; //unshaded is zero
  	} else {
  
  		//setup lights
  		uint16_t light_count=0;
  		uint16_t sort_key[4];
  		uint8_t light_types[4];
  
  		int dlc = MIN(directional_light_count,RenderList::MAX_LIGHTS);;
  		light_count=dlc;
  
  		for(int i=0;i<dlc;i++) {
  			sort_key[i]=directional_lights[i]->sort_key;
  			light_types[i]=VS::LIGHT_DIRECTIONAL;
  			if (directional_lights[i]->base->shadow_enabled) {
  				light_types[i]|=0x8;
  				if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT)
  					light_types[i]|=0x10;
  
  			}
  
  		}
  
  
  		const RID *liptr = p_instance->light_instances.ptr();
  		int ilc=p_instance->light_instances.size();
  
  
  
  		for(int i=0;i<ilc;i++) {
  
  			if (light_count>=RenderList::MAX_LIGHTS)
  				break;
  
  			LightInstance *li=light_instance_owner.get( liptr[i] );
  			if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
  				continue;
  			light_types[light_count]=li->base->type;
  			if (li->base->shadow_enabled)
  				light_types[light_count]|=0x8;
  			sort_key[light_count++]=li->sort_key;
  
  
  		}
  
  		for(int i=0;i<light_count;i++) {
  
  			RenderList::Element *ec;
  			if (i>0) {
  
  				ec = render_list->add_element();
  				memcpy(ec,e,sizeof(RenderList::Element));
  			} else {
  
  				ec=e;
  			}
  
  			ec->light_type=light_types[i];
  			ec->light=sort_key[i];
  			ec->additive_ptr=&e->additive;
  		}
  
  	}
  
  	DEBUG_TEST_ERROR("Add Geometry");
  
  }
  
  void RasterizerGLES2::add_mesh( const RID& p_mesh, const InstanceData *p_data) {
  
  	Mesh *mesh = mesh_owner.get(p_mesh);
  	ERR_FAIL_COND(!mesh);
  
  	int ssize = mesh->surfaces.size();
  
  	for (int i=0;i<ssize;i++) {
  
  		Surface *s = mesh->surfaces[i];
  		_add_geometry(s,p_data,s,NULL);
  	}
  
  	mesh->last_pass=frame;
  
  }
  
  void RasterizerGLES2::add_multimesh( const RID& p_multimesh, const InstanceData *p_data){
  
  	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  
  	if (!multimesh->mesh.is_valid())
  		return;
  	if (multimesh->elements.empty())
  		return;
  
  	Mesh *mesh = mesh_owner.get(multimesh->mesh);
  	ERR_FAIL_COND(!mesh);
  
  	int surf_count = mesh->surfaces.size();
  	if (multimesh->last_pass!=scene_pass) {
  
  		multimesh->cache_surfaces.resize(surf_count);
  		for(int i=0;i<surf_count;i++) {
  
  			multimesh->cache_surfaces[i].material=mesh->surfaces[i]->material;
  			multimesh->cache_surfaces[i].has_alpha=mesh->surfaces[i]->has_alpha;
  			multimesh->cache_surfaces[i].surface=mesh->surfaces[i];
  		}
  
  		multimesh->last_pass=scene_pass;
  	}
  
  	for(int i=0;i<surf_count;i++) {
  
  		_add_geometry(&multimesh->cache_surfaces[i],p_data,multimesh->cache_surfaces[i].surface,multimesh);
  	}
  
  
  }
  
  void RasterizerGLES2::add_particles( const RID& p_particle_instance, const InstanceData *p_data){
  
  	//print_line("adding particles");
  	ParticlesInstance *particles_instance = particles_instance_owner.get(p_particle_instance);
  	ERR_FAIL_COND(!particles_instance);
  	Particles *p=particles_owner.get( particles_instance->particles );
  	ERR_FAIL_COND(!p);
  
  	_add_geometry(p,p_data,p,particles_instance);
  	draw_next_frame=true;
  
  }
  
  
  void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) {
  
  	bool front = p_front;
  	if (p_reverse_cull)
  		front=!front;
  
  	if (front!=cull_front) {
  
  		glCullFace(front?GL_FRONT:GL_BACK);
  		cull_front=front;
  	}
  }
  
  
  _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_material) const {
  
  
  	Map<StringName,Material::UniformData> old_mparams=p_material->shader_params;
  	Map<StringName,Material::UniformData> &mparams=p_material->shader_params;
  	mparams.clear();
  	int idx=0;
  	for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_material->shader_cache->uniforms.front();E;E=E->next()) {
  
  		Material::UniformData ud;
  
  		bool keep=true;
  
  		if (!old_mparams.has(E->key()))
  			keep=false;
  		else if (old_mparams[E->key()].value.get_type()!=E->value().default_value.get_type()) {
  
  			if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
  				if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
  					keep=false;
  			} else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
  				keep=false;
  		}
  
  		if (keep) {
  			ud.value=old_mparams[E->key()].value;
  			//print_line("KEEP: "+String(E->key()));
  		} else {
  			ud.value=E->value().default_value;
  			//print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
  			//if (old_mparams.has(E->key()))
  			//	print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
  		}
  
  		ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
  		ud.index=idx++;
  		mparams[E->key()]=ud;
  	}
  
  	p_material->shader_version=p_material->shader_cache->version;
  
  }
  
  bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light) {
  
  	if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) {
  		glDisable(GL_CULL_FACE);
  	} else {
  		glEnable(GL_CULL_FACE);
  	}
  
  	//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  
  	/*
  	if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
  		glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  	else
  		glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  	*/
  
  	if (p_material->line_width)
  		glLineWidth(p_material->line_width);
  
  
  	//all goes to false by default
  	material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL);
  	material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,use_shadow_pcf);
  	//material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,true);
  
  
  	if (!shadow) {
  
  		bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
  		bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW];
  
  		if (current_depth_mask!=depth_write) {
  			current_depth_mask=depth_write;
  			glDepthMask( depth_write );
  
  		}
  
  
  		if (current_depth_test!=depth_test) {
  
  
  			current_depth_test=depth_test;
  			if(depth_test)
  				glEnable(GL_DEPTH_TEST);
  			else
  				glDisable(GL_DEPTH_TEST);
  		}
  
  
  		material_shader.set_conditional(MaterialShaderGLES2::USE_FOG,current_env && current_env->fx_enabled[VS::ENV_FX_FOG]);
  		//glDepthMask( true );
  
  	}
  
  
  	DEBUG_TEST_ERROR("Pre Shader Bind");
  
  	bool rebind=false;
  
  	if (p_material->shader_cache && p_material->shader_cache->valid) {
  
  	//	// reduce amount of conditional compilations
  	//	for(int i=0;i<_tex_version_count;i++)
  	//		material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false);
  
  
  	//	material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
  
  		if (p_material->shader_version!=p_material->shader_cache->version) {
  			//shader changed somehow, must update uniforms
  
  			_update_material_shader_params((Material*)p_material);
  
  		}
  		material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
  		rebind = material_shader.bind();
  
  		DEBUG_TEST_ERROR("Shader Bind");
  
  		//set uniforms!
  		int texcoord=0;
  		for (Map<StringName,Material::UniformData>::Element *E=p_material->shader_params.front();E;E=E->next()) {
  
  			if (E->get().index<0)
  				continue;
  			if (E->get().istexture) {
  				//clearly a texture..
  				RID rid = E->get().value;
  				int loc = material_shader.get_custom_uniform_location(E->get().index); //should be automatic..
  
  
  				Texture *t=NULL;
  				if (rid.is_valid()) {
  
  					t=texture_owner.get(rid);
  					if (!t)
  						E->get().value=RID(); //nullify, invalid texture
  				}
  
  
  				glActiveTexture(GL_TEXTURE0+texcoord);
  				glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile...
  				if (t) {
  					if (t->render_target)
  						t->render_target->last_pass=frame;
  					glBindTexture(t->target,t->tex_id);
  				} else
  					glBindTexture(GL_TEXTURE_2D,white_tex); //no texture
  				texcoord++;
  
  			} else {
  				material_shader.set_custom_uniform(E->get().index,E->get().value);
  			}
  
  		}
  
  		if (p_material->shader_cache->has_texscreen && framebuffer.active) {
  			material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
  			material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord);
  			glActiveTexture(GL_TEXTURE0+texcoord);
  			glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
  
  		}
  		if (p_material->shader_cache->has_screen_uv) {
  			material_shader.set_uniform(MaterialShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
  		}
  		DEBUG_TEST_ERROR("Material arameters");
  
  	} else {
  
  		material_shader.set_custom_shader(0);
  		rebind = material_shader.bind();
  
  		DEBUG_TEST_ERROR("Shader bind2");
  	}
  
  
  
  	if (shadow) {
  
  		float zofs = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET];
  		float zslope = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE];
  		if (shadow_pass>=1 && shadow->base->type==VS::LIGHT_DIRECTIONAL) {
  			float m = Math::pow(shadow->base->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE],shadow_pass);
  			zofs*=m;
  			zslope*=m;
  		}
  		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_OFFSET,zofs);
  		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_SLOPE_SCALE,zslope);
  		if (shadow->base->type==VS::LIGHT_OMNI)
  			material_shader.set_uniform(MaterialShaderGLES2::DUAL_PARABOLOID,shadow->dp);
  		DEBUG_TEST_ERROR("Shadow uniforms");
  
  	}
  
  
  	if (current_env && current_env->fx_enabled[VS::ENV_FX_FOG]) {
  
  		Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR];
  		Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR];
  		float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN];
  		float zf = camera_z_far;
  		float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION];
  		material_shader.set_uniform(MaterialShaderGLES2::FOG_PARAMS,Vector3(from,zf,curve));
  		material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_BEGIN,Vector3(col_begin.r,col_begin.g,col_begin.b));
  		material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END,Vector3(col_end.r,col_end.g,col_end.b));
  	}
  
  	material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,p_no_const_light?0.0:1.0);
  	//material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
  	//if uses TIME - draw_next_frame=true
  
  	return rebind;
  
  }
  
  
  
  void RasterizerGLES2::_setup_light(uint16_t p_light) {
  
  	if (shadow)
  		return;
  
  	if (p_light==0xFFFF)
  		return;
  
  	enum {
  		VL_LIGHT_POS,
  		VL_LIGHT_DIR,
  		VL_LIGHT_ATTENUATION,
  		VL_LIGHT_SPOT_ATTENUATION,
  		VL_LIGHT_AMBIENT,
  		VL_LIGHT_DIFFUSE,
  		VL_LIGHT_SPECULAR,
  		VL_LIGHT_MAX
  	};
  
  	static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX]={
  		MaterialShaderGLES2::LIGHT_POS,
  		MaterialShaderGLES2::LIGHT_DIRECTION,
  		MaterialShaderGLES2::LIGHT_ATTENUATION,
  		MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
  		MaterialShaderGLES2::LIGHT_AMBIENT,
  		MaterialShaderGLES2::LIGHT_DIFFUSE,
  		MaterialShaderGLES2::LIGHT_SPECULAR,
  	};
  
  
  	GLfloat light_data[VL_LIGHT_MAX][3];
  	memset(light_data,0,(VL_LIGHT_MAX)*3*sizeof(GLfloat));
  
  	LightInstance *li=light_instances[p_light];
  	Light *l=li->base;
  
  
  	for(int j=0;j<3;j++) {
  		light_data[VL_LIGHT_AMBIENT][j]=l->colors[VS::LIGHT_COLOR_AMBIENT][j];
  		light_data[VL_LIGHT_DIFFUSE][j]=l->colors[VS::LIGHT_COLOR_DIFFUSE][j];
  		light_data[VL_LIGHT_SPECULAR][j]=l->colors[VS::LIGHT_COLOR_SPECULAR][j];
  	}
  
  	if (l->type!=VS::LIGHT_OMNI) {
  
  		Vector3 dir = -li->transform.get_basis().get_axis(2);
  		dir = camera_transform_inverse.basis.xform(dir).normalized();
  		for(int j=0;j<3;j++)
  			light_data[VL_LIGHT_DIR][j]=dir[j];
  	}
  
  
  	if (l->type!=VS::LIGHT_DIRECTIONAL) {
  
  		Vector3 pos = li->transform.get_origin();
  		pos = camera_transform_inverse.xform(pos);
  		for(int j=0;j<3;j++)
  			light_data[VL_LIGHT_POS][j]=pos[j];
  	}
  
  	if (li->near_shadow_buffer) {
  
  		glActiveTexture(GL_TEXTURE7);
  		//if (read_depth_supported) {
  
  			glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth);
  		//} else {
  
  
  		//}
  
  		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection);
  		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
  		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,7);
  
  		if (li->base->type==VS::LIGHT_DIRECTIONAL && li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) {
  
  			material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection2);
  			material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,li->shadow_split);
  			//print_line("shadow split: "+rtos(li->shadow_split));
  		}
  		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]);
  		//matrix
  
  	}
  
  
  	light_data[VL_LIGHT_ATTENUATION][0]=l->vars[VS::LIGHT_PARAM_ENERGY];
  	light_data[VL_LIGHT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_RADIUS];
  	light_data[VL_LIGHT_ATTENUATION][2]=l->vars[VS::LIGHT_PARAM_ATTENUATION];
  
  	light_data[VL_LIGHT_SPOT_ATTENUATION][0]=Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE]));
  	light_data[VL_LIGHT_SPOT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION];
  
  
  	//int uf = material_shader.get_uniform(MaterialShaderGLES2::LIGHT_PARAMS);
  	for(int i=0;i<VL_LIGHT_MAX;i++) {
  		glUniform3f( material_shader.get_uniform(light_uniforms[i]),light_data[i][0],light_data[i][1],light_data[i][2]);
  	}
  
  }
  
  
  template<bool USE_NORMAL, bool USE_TANGENT>
  void RasterizerGLES2::_skeleton_xform(const uint8_t * p_src_array, int p_src_stride, uint8_t * p_dst_array, int p_dst_stride, int p_elements,const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms) {
  
  	uint32_t basesize = 3;
  	if (USE_NORMAL)
  		basesize+=3;
  	if (USE_TANGENT)
  		basesize+=4;
  
  	uint32_t extra=(p_dst_stride-basesize*4);
  
  	for(int i=0;i<p_elements;i++) {
  
  		uint32_t ss = p_src_stride*i;
  		uint32_t ds = p_dst_stride*i;
  		const uint16_t *bi = (const uint16_t*)&p_src_bones[ss];
  		const float *bw = (const float *)&p_src_weights[ss];
  		const float *src_vec=(const float *)&p_src_array[ss];
  		float *dst_vec=(float*)&p_dst_array[ds];
  
  		dst_vec[0]=0.0;
  		dst_vec[1]=0.0;
  		dst_vec[2]=0.0;
  		//conditionals simply removed by optimizer
  		if (USE_NORMAL) {
  
  			dst_vec[3]=0.0;
  			dst_vec[4]=0.0;
  			dst_vec[5]=0.0;
  
  			if (USE_TANGENT) {
  
  				dst_vec[6]=0.0;
  				dst_vec[7]=0.0;
  				dst_vec[8]=0.0;
  				dst_vec[9]=src_vec[9];
  			}
  		} else {
  
  			if (USE_TANGENT) {
  
  				dst_vec[3]=0.0;
  				dst_vec[4]=0.0;
  				dst_vec[5]=0.0;
  				dst_vec[6]=src_vec[6];
  			}
  		}
  
  
  #define _XFORM_BONE(m_idx)\
  		if (bw[m_idx]==0)\
  			goto end;\
  		p_bone_xforms[bi[m_idx]].transform_add_mul3(&src_vec[0],&dst_vec[0],bw[m_idx]);\
  		if (USE_NORMAL) {\
  			p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
  			if (USE_TANGENT) {\
  				p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[6],&dst_vec[6],bw[m_idx]);\
  			}\
  		} else {\
  			if (USE_TANGENT) {\
  				p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
  			}\
  		}
  
  		_XFORM_BONE(0);
  		_XFORM_BONE(1);
  		_XFORM_BONE(2);
  		_XFORM_BONE(3);
  
  		end:
  
  		//copy extra stuff
  		const uint8_t *esp =(const uint8_t*) &src_vec[basesize];
  		uint8_t *edp =(uint8_t*) &dst_vec[basesize];
  
  
  		for(uint32_t j=0;j<extra;j++) {
  
  			edp[j]=esp[j];
  		}
  
  	}
  }
  
  
  Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Material* p_material, const Skeleton *p_skeleton,const float *p_morphs) {
  
  
  	switch(p_geometry->type) {
  
  		case Geometry::GEOMETRY_MULTISURFACE:
  		case Geometry::GEOMETRY_SURFACE: {
  
  			const Surface *surf=NULL;
  			if (p_geometry->type==Geometry::GEOMETRY_SURFACE)
  				surf=static_cast<const Surface*>(p_geometry);
  			else if (p_geometry->type==Geometry::GEOMETRY_MULTISURFACE)
  				surf=static_cast<const MultiMeshSurface*>(p_geometry)->surface;
  
  
  			if (surf->format != surf->configured_format) {
  				if (OS::get_singleton()->is_stdout_verbose()) {
  
  					print_line("has format: "+itos(surf->format));
  					print_line("configured format: "+itos(surf->configured_format));
  				}
  				ERR_EXPLAIN("Missing arrays (not set) in surface");
  			}
  			ERR_FAIL_COND_V( surf->format != surf->configured_format, ERR_UNCONFIGURED );
  			uint8_t *base=0;
  			int stride=surf->stride;
  			bool use_VBO = (surf->array_local==0);
  			_setup_geometry_vinfo=surf->array_len;
  
  			bool skeleton_valid = p_skeleton && (surf->format&VS::ARRAY_FORMAT_BONES) && (surf->format&VS::ARRAY_FORMAT_WEIGHTS) && !p_skeleton->bones.empty() && p_skeleton->bones.size() > surf->max_bone;
  			/*
  			if (surf->packed) {
  				float scales[4]={surf->vertex_scale,surf->uv_scale,surf->uv2_scale,0.0};
  				glVertexAttrib4fv( 7, scales );
  			} else {
  				glVertexAttrib4f( 7, 1,1,1,1 );
  
  			}*/
  
  			if (!use_VBO) {
  
  				DEBUG_TEST_ERROR("Draw NO VBO");
  
  				base = surf->array_local;
  				glBindBuffer(GL_ARRAY_BUFFER, 0);
  				bool can_copy_to_local=surf->local_stride * surf->array_len <= skinned_buffer_size;
  				if (!can_copy_to_local)
  					skeleton_valid=false;
  
  
  				/* compute morphs */
  
  				if (p_morphs && surf->morph_target_count && can_copy_to_local) {
  
  					base = skinned_buffer;
  					stride=surf->local_stride;
  
  					//copy all first
  					float coef=1.0;
  
  					for(int i=0;i<surf->morph_target_count;i++) {
  						if (surf->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED)
  							coef-=p_morphs[i];
  						ERR_FAIL_COND_V( surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA );
  
  					}
  
  
  					for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  
  						const Surface::ArrayData& ad=surf->array[i];
  						if (ad.size==0)
  							continue;
  
  						int ofs = ad.ofs;
  						int src_stride=surf->stride;
  						int dst_stride=surf->local_stride;
  						int count = surf->array_len;
  
  						switch(i) {
  
  							case VS::ARRAY_VERTEX:
  							case VS::ARRAY_NORMAL:
  							case VS::ARRAY_TANGENT:
  								{
  
  								for(int k=0;k<count;k++) {
  
  									const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
  									float *dst = (float*)&base[ofs+k*dst_stride];
  
  									dst[0]= src[0]*coef;
  									dst[1]= src[1]*coef;
  									dst[2]= src[2]*coef;
  								} break;
  
  							} break;
  							case VS::ARRAY_TEX_UV:
  							case VS::ARRAY_TEX_UV2: {
  
  								for(int k=0;k<count;k++) {
  
  									const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
  									float *dst = (float*)&base[ofs+k*dst_stride];
  
  									dst[0]= src[0]*coef;
  									dst[1]= src[1]*coef;
  								} break;
  
  							} break;
  						}
  					}
  
  
  					for(int j=0;j<surf->morph_target_count;j++) {
  
  						for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  
  							const Surface::ArrayData& ad=surf->array[i];
  							if (ad.size==0)
  								continue;
  
  
  							int ofs = ad.ofs;
  							int dst_stride=surf->local_stride;
  							int count = surf->array_len;
  							const uint8_t *morph=surf->morph_targets_local[j].array;
  							float w = p_morphs[j];
  
  							switch(i) {
  
  								case VS::ARRAY_VERTEX:
  								case VS::ARRAY_NORMAL:
  								case VS::ARRAY_TANGENT:
  									{
  
  									for(int k=0;k<count;k++) {
  
  										const float *src_morph = (const float*)&morph[ofs+k*dst_stride];
  										float *dst = (float*)&base[ofs+k*dst_stride];
  
  										dst[0]+= src_morph[0]*w;
  										dst[1]+= src_morph[1]*w;
  										dst[2]+= src_morph[2]*w;
  									} break;
  
  								} break;
  								case VS::ARRAY_TEX_UV:
  								case VS::ARRAY_TEX_UV2: {
  
  									for(int k=0;k<count;k++) {
  
  										const float *src_morph = (const float*)&morph[ofs+k*dst_stride];
  										float *dst = (float*)&base[ofs+k*dst_stride];
  
  										dst[0]+= src_morph[0]*w;
  										dst[1]+= src_morph[1]*w;
  									} break;
  
  								} break;
  							}
  						}
  					}
  
  #if 0
  					{
  						//in-place skeleton tansformation, only used for morphs, slow.
  						//should uptimize some day....
  
  						const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
  						const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
  						int src_stride = surf->stride;
  						int count = surf->array_len;
  						const Transform *skeleton = &p_skeleton->bones[0];
  
  						for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  
  							const Surface::ArrayData& ad=surf->array[i];
  							if (ad.size==0)
  								continue;
  
  							int ofs = ad.ofs;
  
  
  							switch(i) {
  
  								case VS::ARRAY_VERTEX: {
  									for(int k=0;k<count;k++) {
  
  										float *ptr=  (float*)&base[ofs+k*stride];
  										const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
  										const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
  
  										Vector3 src( ptr[0], ptr[1], ptr[2] );
  										Vector3 dst;
  										for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  
  											float w = weights[j];
  											if (w==0)
  												break;
  
  											//print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
  											int bidx = Math::fast_ftoi(bones[j]);
  											dst+=skeleton[ bidx ].xform(src) * w;
  										}
  
  										ptr[0]=dst.x;
  										ptr[1]=dst.y;
  										ptr[2]=dst.z;
  
  									} break;
  
  								} break;
  								case VS::ARRAY_NORMAL:
  								case VS::ARRAY_TANGENT: {
  									for(int k=0;k<count;k++) {
  
  										float *ptr=  (float*)&base[ofs+k*stride];
  										const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
  										const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
  
  										Vector3 src( ptr[0], ptr[1], ptr[2] );
  										Vector3 dst;
  										for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  
  											float w = weights[j];
  											if (w==0)
  												break;
  
  											//print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
  											int bidx=Math::fast_ftoi(bones[j]);
  											dst+=skeleton[ bidx ].basis.xform(src) * w;
  										}
  
  										ptr[0]=dst.x;
  										ptr[1]=dst.y;
  										ptr[2]=dst.z;
  
  									} break;
  
  								} break;
  							}
  						}
  					}
  #endif
  
  				} else if (skeleton_valid) {
  
  					base = skinned_buffer;
  					//copy stuff and get it ready for the skeleton
  
  					int src_stride = surf->stride;
  						int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size );
  					const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
  					const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
  					const Skeleton::Bone *skeleton = &p_skeleton->bones[0];
  
  						if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT)
  						_skeleton_xform<true,true>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  					else if (surf->format&(VS::ARRAY_FORMAT_NORMAL))
  						_skeleton_xform<true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  					else if (surf->format&(VS::ARRAY_FORMAT_TANGENT))
  						_skeleton_xform<false,true>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  					else
  						_skeleton_xform<false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  
  
  					stride=dst_stride;
  				}
  
  
  
  
  			} else {
  
  				glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
  			};
  
  			for (int i=0;i<(VS::ARRAY_MAX-1);i++) {
  
  				const Surface::ArrayData& ad=surf->array[i];
  
  //				if (!gl_texcoord_shader[i])
  //					continue;
  
  				if (ad.size==0 || ! ad.bind) {
  					glDisableVertexAttribArray(i);
  					if (i == VS::ARRAY_COLOR) {
  						_set_color_attrib(Color(1, 1, 1,1));
  					};
  					//print_line("disable: "+itos(i));
  					continue; // this one is disabled.
  				}
  
  				glEnableVertexAttribArray(i);
  //				print_line("set: "+itos(i)+" - count: "+itos(ad.count)+" datatype: "+itos(ad.datatype)+" ofs: "+itos(ad.ofs)+" stride: "+itos(stride)+" total len: "+itos(surf->array_len));
  				glVertexAttribPointer(i, ad.count, ad.datatype, ad.normalize, stride, &base[ad.ofs]);
  
  			}
  #ifdef GLEW_ENABLED
  //"desktop" opengl needs this.
  			if (surf->primitive==VS::PRIMITIVE_POINTS) {
  				glEnable(GL_POINT_SPRITE);
  				glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
  
  			} else {
  				glDisable(GL_POINT_SPRITE);
  				glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  			}
  #endif
  		} break;
  
  		default: break;
  
  	};
  
  	return OK;
  };
  
  static const GLenum gl_primitive[]={
  	GL_POINTS,
  	GL_LINES,
  	GL_LINE_STRIP,
  	GL_LINE_LOOP,
  	GL_TRIANGLES,
  	GL_TRIANGLE_STRIP,
  	GL_TRIANGLE_FAN
  };
  
  
  
  void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform) {
  
  
  	_rinfo.object_count++;
  
  	switch(p_geometry->type) {
  
  		case Geometry::GEOMETRY_SURFACE: {
  
  			Surface *s = (Surface*)p_geometry;
  
  			_rinfo.vertex_count+=s->array_len;
  
  			if (s->index_array_len>0) {
  
  				if (s->index_array_local) {
  
  					//print_line("LOCAL F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
  					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  					glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, s->index_array_local);
  
  				} else {
  				//	print_line("indices: "+itos(s->index_array_local) );
  
  
  					//print_line("VBO F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
  					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  					glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  				}
  
  
  			} else {
  
  				glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  
  			};
  
  			_rinfo.draw_calls++;
  		} break;
  
  		case Geometry::GEOMETRY_MULTISURFACE: {
  
  			material_shader.bind_uniforms();
  			Surface *s = static_cast<const MultiMeshSurface*>(p_geometry)->surface;
  			const MultiMesh *mm = static_cast<const MultiMesh*>(p_owner);
  			int element_count=mm->elements.size();
  
  			if (element_count==0)
  				return;
  
  			const MultiMesh::Element *elements=&mm->elements[0];
  
  			_rinfo.vertex_count+=s->array_len*element_count;
  
  			_rinfo.draw_calls+=element_count;
  
  
  			if (use_texture_instancing) {
  				//this is probably the fastest all around way if vertex texture fetch is supported
  
  				float twd=(1.0/mm->tw)*4.0;
  				float thd=1.0/mm->th;
  				float parm[3]={0.0,01.0,(1.0f/mm->tw)};
  				glActiveTexture(GL_TEXTURE6);
  				glDisableVertexAttribArray(6);
  				glBindTexture(GL_TEXTURE_2D,mm->tex_id);
  
  				if (s->index_array_len>0) {
  
  
  					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  					for(int i=0;i<element_count;i++) {
  						parm[0]=(i%(mm->tw>>2))*twd;
  						parm[1]=(i/(mm->tw>>2))*thd;
  						glVertexAttrib3fv(6,parm);
  						glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  
  					}
  
  
  				} else {
  
  					for(int i=0;i<element_count;i++) {
  						//parm[0]=(i%(mm->tw>>2))*twd;
  						//parm[1]=(i/(mm->tw>>2))*thd;
  						glVertexAttrib3fv(6,parm);
  						glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  					}
  				 };
  
  			} else if (use_attribute_instancing) {
  				//if not, using atributes instead of uniforms can be really fast in forward rendering architectures
  				if (s->index_array_len>0) {
  
  
  					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  					for(int i=0;i<element_count;i++) {
  						glVertexAttrib4fv(8,&elements[i].matrix[0]);
  						glVertexAttrib4fv(9,&elements[i].matrix[4]);
  						glVertexAttrib4fv(10,&elements[i].matrix[8]);
  						glVertexAttrib4fv(11,&elements[i].matrix[12]);
  						glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  					}
  
  
  				} else {
  
  					for(int i=0;i<element_count;i++) {
  						glVertexAttrib4fv(8,&elements[i].matrix[0]);
  						glVertexAttrib4fv(9,&elements[i].matrix[4]);
  						glVertexAttrib4fv(10,&elements[i].matrix[8]);
  						glVertexAttrib4fv(11,&elements[i].matrix[12]);
  						glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  					}
  				 };
  
  
  			} else {
  
  				//nothing to do, slow path (hope no hardware has to use it... but you never know)
  
  				if (s->index_array_len>0) {
  
  					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  					for(int i=0;i<element_count;i++) {
  
  						glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
  						glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  					}
  
  
  				} else {
  
  					for(int i=0;i<element_count;i++) {
  						glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
  						glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  					}
  				 };
  			}
  		 } break;
  		case Geometry::GEOMETRY_PARTICLES: {
  
  
  			//print_line("particulinas");
  			const Particles *particles = static_cast<const Particles*>( p_geometry );
  			ERR_FAIL_COND(!p_owner);
  			ParticlesInstance *particles_instance = (ParticlesInstance*)p_owner;
  
  			ParticleSystemProcessSW &pp = particles_instance->particles_process;
  			float td = time_delta; //MIN(time_delta,1.0/10.0);
  			pp.process(&particles->data,particles_instance->transform,td);
  			ERR_EXPLAIN("A parameter in the particle system is not correct.");
  			ERR_FAIL_COND(!pp.valid);
  
  
  			Transform camera;
  			if (shadow)
  				camera=shadow->transform;
  			else
  				camera=camera_transform;
  
  			particle_draw_info.prepare(&particles->data,&pp,particles_instance->transform,camera);
  			_rinfo.draw_calls+=particles->data.amount;
  
  
  			_rinfo.vertex_count+=4*particles->data.amount;
  
  			{
  				static const Vector3 points[4]={
  					Vector3(-1.0,1.0,0),
  					Vector3(1.0,1.0,0),
  					Vector3(1.0,-1.0,0),
  					Vector3(-1.0,-1.0,0)
  				};
  				static const Vector3 uvs[4]={
  					Vector3(0.0,0.0,0.0),
  					Vector3(1.0,0.0,0.0),
  					Vector3(1.0,1.0,0.0),
  					Vector3(0,1.0,0.0)
  				};
  				static const Vector3 normals[4]={
  					Vector3(0,0,1),
  					Vector3(0,0,1),
  					Vector3(0,0,1),
  					Vector3(0,0,1)
  				};
  
  				static const Plane tangents[4]={
  					Plane(Vector3(1,0,0),0),
  					Plane(Vector3(1,0,0),0),
  					Plane(Vector3(1,0,0),0),
  					Plane(Vector3(1,0,0),0)
  				};
  
  				for(int i=0;i<particles->data.amount;i++) {
  
  					ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo=*particle_draw_info.draw_info_order[i];
  					if (!pinfo.data->active)
  						continue;
  
  					material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, pinfo.transform);
  					_set_color_attrib(pinfo.color);
  					_draw_primitive(4,points,normals,NULL,uvs,tangents);
  
  				}
  
  			}
  
  		} break;
  		 default: break;
  	};
  };
  
  void RasterizerGLES2::_setup_shader_params(const Material *p_material) {
  
  	int idx=0;
  	int tex_idx=0;
  #if 0
  	for(Map<StringName,Variant>::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) {
  
  		Variant v; //
  		v = E->get();
  		const Map<StringName,Variant>::Element *F=p_material->shader_params.find(E->key());
  		if (F)
  			v=F->get();
  
  		switch(v.get_type() ) {
  			case Variant::OBJECT:
  			case Variant::_RID: {
  
  				RID tex=v;
  				if (!tex.is_valid())
  					break;
  
  				Texture *texture = texture_owner.get(tex);
  				if (!texture)
  					break;
  				glUniform1i( material_shader.get_custom_uniform_location(idx), tex_idx);
  				glActiveTexture(tex_idx);
  				glBindTexture(texture->target,texture->tex_id);
  
  			} break;
  			case Variant::COLOR: {
  
  				Color c=v;
  				material_shader.set_custom_uniform(idx,Vector3(c.r,c.g,c.b));
  			} break;
  			default: {
  
  				material_shader.set_custom_uniform(idx,v);
  			} break;
  		}
  
  	}
  #endif
  
  }
  
  void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) {
  
  	material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,p_skeleton!=NULL);
  	if (p_skeleton && p_skeleton->tex_id) {
  
  		glActiveTexture(GL_TEXTURE6);
  		glBindTexture(GL_TEXTURE_2D,p_skeleton->tex_id);
  	}
  
  
  }
  
  
  void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Transform& p_view_transform, const Transform& p_view_transform_inverse,const CameraMatrix& p_projection,bool p_reverse_cull,bool p_fragment_light,bool p_alpha_pass) {
  
  	const Material *prev_material=NULL;
  	uint16_t prev_light=0x777E;
  	const Geometry *prev_geometry_cmp=NULL;
  	uint8_t prev_light_type=0xEF;
  	const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL
  	const Skeleton *prev_skeleton =NULL;
  	uint8_t prev_sort_flags=0xFF;
  
  	Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
  
  	material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING,!shadow && !p_fragment_light);
  	material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING,!shadow && p_fragment_light);
  	material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,false);
  
  	if (shadow) {
  		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
  		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
  		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
  		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
  		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
  		material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
  	}
  
  
  
  
  	bool prev_blend=false;
  	glDisable(GL_BLEND);
  	for (int i=0;i<p_render_list->element_count;i++) {
  
  		RenderList::Element *e = p_render_list->elements[i];
  		const Material *material = e->material;
  		uint16_t light = e->light;
  		uint8_t light_type = e->light_type;
  		uint8_t sort_flags= e->sort_flags;
  		const Skeleton *skeleton = e->skeleton;
  		const Geometry *geometry_cmp = e->geometry_cmp;
  
  		bool rebind=false;
  		bool additive=false;
  
  
  		if (!shadow) {
  
  			if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
  
  				texscreen_copied=true;
  				_copy_to_texscreen();
  
  				//force reset state
  				prev_material=NULL;
  				prev_light=0x777E;
  				prev_geometry_cmp=NULL;
  				prev_light_type=0xEF;
  				prev_overrides=NULL; // make it diferent than NULL
  				prev_skeleton =NULL;
  				prev_sort_flags=0xFF;
  				prev_geometry_type=Geometry::GEOMETRY_INVALID;
  				glEnable(GL_BLEND);
  				glDepthMask(GL_TRUE);
  				glEnable(GL_DEPTH_TEST);
  				glDisable(GL_SCISSOR_TEST);
  
  			}
  
  			if (light_type!=prev_light_type) {
  
  				if (material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
  					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
  					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
  					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
  					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
  					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
  					material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,true);
  				} else {
  					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL);
  					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI);
  					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT);
  					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
  					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
  					material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
  				}
  
  				rebind=true;
  			}
  
  
  			if (!*e->additive_ptr) {
  
  				additive=false;
  				*e->additive_ptr=true;
  			} else {
  				additive=true;
  			}
  
  			bool desired_blend=false;
  			VS::MaterialBlendMode desired_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  
  			if (additive) {
  				desired_blend=true;
  				desired_blend_mode=VS::MATERIAL_BLEND_MODE_ADD;
  			} else {
  				desired_blend=p_alpha_pass;
  				desired_blend_mode=material->blend_mode;
  			}
  
  			if (prev_blend!=desired_blend) {
  
  				if (desired_blend) {
  					glEnable(GL_BLEND);
  				} else {
  					glDisable(GL_BLEND);
  				}
  
  				prev_blend=desired_blend;
  			}
  
  			if (desired_blend && desired_blend_mode!=current_blend_mode) {
  
  				switch(desired_blend_mode) {
  
  
  					 case VS::MATERIAL_BLEND_MODE_MIX: {
  						glBlendEquation(GL_FUNC_ADD);
  						glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  
  					 } break;
  					 case VS::MATERIAL_BLEND_MODE_ADD: {
  
  						glBlendEquation(GL_FUNC_ADD);
  						glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  
  					 } break;
  					 case VS::MATERIAL_BLEND_MODE_SUB: {
  
  						glBlendEquation(GL_FUNC_SUBTRACT);
  						glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  					 } break;
  					case VS::MATERIAL_BLEND_MODE_MUL: {
  						glBlendEquation(GL_FUNC_ADD);
  						glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  
  					} break;
  
  				}
  
  				current_blend_mode=desired_blend_mode;
  			}
  
  		}
  
  		if (sort_flags!=prev_sort_flags) {
  
  			if (sort_flags&RenderList::SORT_FLAG_INSTANCING) {
  				material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,!use_texture_instancing && !use_attribute_instancing);
  				material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,use_attribute_instancing);
  				material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,use_texture_instancing);
  			} else {
  				material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,false);
  				material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,false);
  				material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,false);
  			}
  			rebind=true;
  		}
  		if  (use_hw_skeleton_xform && skeleton!=prev_skeleton) {
  			if (!prev_skeleton || !skeleton)
  				rebind=true; //went from skeleton <-> no skeleton, needs rebind
  			_setup_skeleton(skeleton);
  		}
  
  		if (material!=prev_material || rebind) {
  
  			rebind = _setup_material(e->geometry,material,additive);
  
  			DEBUG_TEST_ERROR("Setup material");
  			_rinfo.mat_change_count++;
  			//_setup_material_overrides(e->material,NULL,material_overrides);
  			//_setup_material_skeleton(material,skeleton);
  		} else {
  
  			if (prev_skeleton!=skeleton) {
  				//_setup_material_skeleton(material,skeleton);
  			};
  		}
  
  
  		if (geometry_cmp!=prev_geometry_cmp || prev_skeleton!=skeleton) {
  
  			_setup_geometry(e->geometry, material,e->skeleton,e->instance->morph_values.ptr());
  			_rinfo.surface_count++;
  			DEBUG_TEST_ERROR("Setup geometry");
  		};
  
  		if (i==0 || light!=prev_light || rebind) {			
  			if (e->light!=0xFFFF) {
  				_setup_light(e->light&0x3);
  			}
  		}
  
  		_set_cull(e->mirror,p_reverse_cull);
  
  
  		if (i==0 || rebind) {
  			material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
  			material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
  			if (skeleton && use_hw_skeleton_xform) {
  				//material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,6);
  				material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
  			}
  			_rinfo.shader_change_count++;
  		}
  
  		if (e->instance->billboard || e->instance->depth_scale) {
  
  			Transform xf=e->instance->transform;
  			if (e->instance->depth_scale) {
  
  				if (p_projection.matrix[3][3]) {
  					//orthogonal matrix, try to do about the same
  					//with viewport size
  					//real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
  					real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
  					float sc = (h*2.0); //consistent with Y-fov
  					xf.basis.scale( Vector3(sc,sc,sc));
  				} else {
  					//just scale by depth
  					real_t sc = -camera_plane.distance_to(xf.origin);
  					xf.basis.scale( Vector3(sc,sc,sc));
  				}
  			}
  
  			if (e->instance->billboard) {
  
  				Vector3 scale = xf.basis.get_scale();
  				xf.set_look_at(xf.origin,xf.origin+p_view_transform.get_basis().get_axis(2),p_view_transform.get_basis().get_axis(1));
  				xf.basis.scale(scale);
  			}
  			material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, xf);
  
  		} else {
  			material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
  		}
  
  
  		_render(e->geometry, material, skeleton,e->owner,e->instance->transform);
  		DEBUG_TEST_ERROR("Rendering");
  
  		prev_material=material;
  		prev_skeleton=skeleton;
  		prev_geometry_cmp=geometry_cmp;
  		prev_light=e->light;
  		prev_light_type=e->light_type;
  		prev_sort_flags=sort_flags;
  //		prev_geometry_type=geometry->type;
  	}
  
  	//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
  
  
  
  };
  
  
  void RasterizerGLES2::_copy_to_texscreen() {
  
  	//what am i missing?
  	glDisable(GL_CULL_FACE);
  	glDisable(GL_DEPTH_TEST);
  	glDisable(GL_SCISSOR_TEST);
  #ifdef GLEW_ENABLED
  	glDisable(GL_POINT_SPRITE);
  	glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  #endif
  	glDisable(GL_BLEND);
  	glBlendEquation(GL_FUNC_ADD);
  	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  	//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  	glBindBuffer(GL_ARRAY_BUFFER,0);
  	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  
  	for(int i=0;i<VS::ARRAY_MAX;i++) {
  		glDisableVertexAttribArray(i);
  	}
  
  	glActiveTexture(GL_TEXTURE0);
  
  
  	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture( GL_TEXTURE_2D, framebuffer.color );
  	copy_shader.bind();
  	_copy_screen_quad();
  	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  
  
  }
  
  void RasterizerGLES2::_copy_screen_quad() {
  
  
  	Vector2 dst_pos[4]={
  		Vector2(-1, 1),
  		Vector2( 1, 1),
  		Vector2( 1,-1),
  		Vector2(-1,-1)
  	};
  
  	Size2 uvscale(
  			(viewport.width / float(framebuffer.scale)) / framebuffer.width,
  			(viewport.height / float(framebuffer.scale)) / framebuffer.height
  			);
  
  	Vector2 src_uv[4]={
  		Vector2( 0, 1)*uvscale,
  		Vector2( 1, 1)*uvscale,
  		Vector2( 1, 0)*uvscale,
  		Vector2( 0, 0)*uvscale
  	};
  
  	Vector2 full_uv[4]={
  		Vector2( 0, 1),
  		Vector2( 1, 1),
  		Vector2( 1, 0),
  		Vector2( 0, 0)
  	};
  
  	_draw_gui_primitive2(4,dst_pos,NULL,src_uv,full_uv);
  
  }
  
  void RasterizerGLES2::_process_glow_bloom() {
  
  	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(GL_TEXTURE_2D, framebuffer.color );
  	copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,true);
  	if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  
  		copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,true);
  
  	}
  
  	copy_shader.bind();
  	copy_shader.set_uniform(CopyShaderGLES2::BLOOM,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]));
  	copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]));
  	glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  
  	if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  		glActiveTexture(GL_TEXTURE2);
  		glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
  		glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
  		copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
  		copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
  		copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
  
  		glActiveTexture(GL_TEXTURE0);
  	}
  
  	glViewport( 0, 0, framebuffer.blur_size, framebuffer.blur_size );
  	_copy_screen_quad();
  
  	copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,false);
  	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
  	int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
  	Vector2 psize(1.0/framebuffer.blur_size,1.0/framebuffer.blur_size);
  
  	for(int i=0;i<passes;i++) {
  
  		static const Vector2 src_uv[4]={
  			Vector2( 0, 1),
  			Vector2( 1, 1),
  			Vector2( 1, 0),
  			Vector2( 0, 0)
  		};
  		static const Vector2 dst_pos[4]={
  			Vector2(-1, 1),
  			Vector2( 1, 1),
  			Vector2( 1,-1),
  			Vector2(-1,-1)
  		};
  
  		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[1].fbo);
  		glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
  		copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,true);
  		copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
  		copy_shader.bind();
  		copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  
  		_draw_gui_primitive(4,dst_pos,NULL,src_uv);
  
  
  		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
  		glBindTexture(GL_TEXTURE_2D, framebuffer.blur[1].color );
  		copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
  		copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,true);
  		copy_shader.bind();
  		copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  
  		_draw_gui_primitive(4,dst_pos,NULL,src_uv);
  
  
  	}
  
  	copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
  	copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
  	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
  
  	//blur it
  
  
  }
  
  void RasterizerGLES2::_process_hdr() {
  
  	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[0].fbo);
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(GL_TEXTURE_2D, framebuffer.color );
  	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,true);
  	copy_shader.bind();
  	glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  	glViewport( 0, 0, framebuffer.luminance[0].size, framebuffer.luminance[0].size );
  	_copy_screen_quad();
  
  	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
  	int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
  
  	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
  	copy_shader.bind();
  
  	for(int i=1;i<framebuffer.luminance.size();i++) {
  
  
  		static const Vector2 src_uv[4]={
  			Vector2( 0, 1),
  			Vector2( 1, 1),
  			Vector2( 1, 0),
  			Vector2( 0, 0)
  		};
  		static const Vector2 dst_pos[4]={
  			Vector2(-1, 1),
  			Vector2( 1, 1),
  			Vector2( 1,-1),
  			Vector2(-1,-1)
  		};
  
  
  		Vector2 psize(1.0/framebuffer.luminance[i-1].size,1.0/framebuffer.luminance[i-1].size);
  		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[i].fbo);
  		glBindTexture(GL_TEXTURE_2D, framebuffer.luminance[i-1].color );
  		glViewport( 0, 0, framebuffer.luminance[i].size, framebuffer.luminance[i].size );
  		glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  
  		if (framebuffer.luminance[i].size==1) {
  			//last step
  			copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,true);
  			copy_shader.bind();
  			glActiveTexture(GL_TEXTURE1);
  			glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
  			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_VD_LUM),1);
  			copy_shader.set_uniform(CopyShaderGLES2::HDR_TIME_DELTA,time_delta);
  			copy_shader.set_uniform(CopyShaderGLES2::HDR_EXP_ADJ_SPEED,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]));
  			copy_shader.set_uniform(CopyShaderGLES2::MIN_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]));
  			copy_shader.set_uniform(CopyShaderGLES2::MAX_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]));
  			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  
  			//swap them
  			SWAP( current_vd->lum_color, framebuffer.luminance[i].color);
  			SWAP( current_vd->lum_fbo, framebuffer.luminance[i].fbo);
  
  		}
  
  		copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  
  		_draw_gui_primitive(4,dst_pos,NULL,src_uv);
  
  	}
  
  
  
  	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,false);
  	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,false);
  
  	draw_next_frame=true;
  
  }
  
  
  void RasterizerGLES2::_draw_tex_bg() {
  
  	glDepthMask(GL_TRUE);
  	glEnable(GL_DEPTH_TEST);
  	glDisable(GL_CULL_FACE);
  
  	RID texture;
  
  	if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
  		texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE];
  	} else {
  		texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP];
  	}
  
  	if (!texture_owner.owns(texture)) {
  		return;
  	}
  
  	Texture *t = texture_owner.get(texture);
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(t->target, t->tex_id);
  
  	copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true);
  
  	if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
  		copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
  
  	} else {
  		copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true);
  	}
  
  	if (current_env->bg_mode==VS::ENV_BG_CUBEMAP_RGBE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
  		copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,true);
  	} else {
  		copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
  	}
  
  	copy_shader.bind();
  
  	if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
  		glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  	} else {
  		glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0);
  	}
  
  	float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]);
  	if (current_env->fx_enabled[VS::ENV_FX_HDR])
  		nrg*=0.25; //go down a quarter for hdr
  	copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg);
  
  	Vector3 vertices[4]={
  		Vector3(-1,-1,1),
  		Vector3( 1,-1,1),
  		Vector3( 1, 1,1),
  		Vector3(-1, 1,1)
  	};
  
  
  	Vector3 src_uv[4]={
  		Vector3( 0, 1, 0),
  		Vector3( 1, 1, 0),
  		Vector3( 1, 0, 0),
  		Vector3( 0, 0, 0)
  	};
  
  	if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
  
  		//regular texture
  		//adjust aspect
  
  		float aspect_t = t->width / float(t->height);
  		float aspect_v = viewport.width / float(viewport.height);
  
  		if (aspect_v > aspect_t) {
  			//wider than texture
  			for(int i=0;i<4;i++) {
  				src_uv[i].y=(src_uv[i].y-0.5)*(aspect_t/aspect_v)+0.5;
  			}
  
  		} else {
  			//narrower than texture
  			for(int i=0;i<4;i++) {
  				src_uv[i].x=(src_uv[i].x-0.5)*(aspect_v/aspect_t)+0.5;
  			}
  		}
  
  		float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
  		for(int i=0;i<4;i++) {
  
  			src_uv[i].x*=scale;
  			src_uv[i].y*=scale;
  		}
  	} else {
  
  		//skybox uv vectors
  		float vw,vh,zn;
  		camera_projection.get_viewport_size(vw,vh);
  		zn=camera_projection.get_z_near();
  
  		float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
  
  		for(int i=0;i<4;i++) {
  
  			Vector3 uv=src_uv[i];
  			uv.x=(uv.x*2.0-1.0)*vw*scale;
  			uv.y=-(uv.y*2.0-1.0)*vh*scale;
  			uv.z=-zn;
  			src_uv[i] = camera_transform.basis.xform(uv).normalized();
  			src_uv[i].z = -src_uv[i].z;
  
  		}
  	}
  
  	_draw_primitive(4,vertices,NULL,NULL,src_uv);
  
  	copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,false);
  	copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
  	copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
  }
  
  void RasterizerGLES2::end_scene() {
  
  
  
  	glEnable(GL_BLEND);
  	glDepthMask(GL_TRUE);
  	glEnable(GL_DEPTH_TEST);
  	glDisable(GL_SCISSOR_TEST);
  
  	bool use_fb=false;
  
  	if (framebuffer.active) {
  
  		//detect when to use the framebuffer object
  		if (texscreen_used || framebuffer.scale!=1) {
  			use_fb=true;
  		} else if (current_env) {
  			use_fb=false;
  			for(int i=0;i<VS::ENV_FX_MAX;i++) {
  
  				if (i==VS::ENV_FX_FOG) //does not need fb
  					continue;
  
  				if (current_env->fx_enabled[i]) {
  					use_fb=true;
  					break;
  				}
  			}
  		}
  	}
  
  
  	if (use_fb) {
  
  		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  		glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
  		glScissor(  0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
  
  		material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
  
  	} else {
  		if (current_rt) {
  			glScissor( 0,0,viewport.width,viewport.height);
  		} else {
  			glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  		}
  	}
  
  	glEnable(GL_SCISSOR_TEST);
  	_glClearDepth(1.0);
  
  	bool draw_tex_background=false;
  
  	if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
  
  		glClearColor(0,0,0,1);
  		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  
  	} else if (current_env) {
  
  		switch(current_env->bg_mode) {
  
  			case VS::ENV_BG_KEEP: {
  				//copy from framebuffer if framebuffer
  				glClear(GL_DEPTH_BUFFER_BIT);
  			} break;
  			case VS::ENV_BG_DEFAULT_COLOR:
  			case VS::ENV_BG_COLOR: {
  
  				Color bgcolor;
  				if (current_env->bg_mode==VS::ENV_BG_COLOR)
  					bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
  				else
  					bgcolor = Globals::get_singleton()->get("render/default_clear_color");
  				float a = use_fb ? 0.0 : 1.0;
  				glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a);
  				_glClearDepth(1.0);
  				glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  
  			} break;
  			case VS::ENV_BG_TEXTURE:
  			case VS::ENV_BG_CUBEMAP:
  			case VS::ENV_BG_TEXTURE_RGBE:
  			case VS::ENV_BG_CUBEMAP_RGBE: {
  
  
  				glClear(GL_DEPTH_BUFFER_BIT);
  				draw_tex_background=true;
  			} break;
  
  		}
  	} else {
  
  		glClearColor(0.3,0.3,0.3,1.0);
  		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  	}
  
  	glDisable(GL_SCISSOR_TEST);
  
  
  	//material_shader.set_uniform_camera(MaterialShaderGLES2::PROJECTION_MATRIX, camera_projection);
  
  	/*
  	printf("setting projection to ");
  	for (int i=0; i<16; i++) {
  		printf("%f, ", ((float*)camera_projection.matrix)[i]);
  	};
  	printf("\n");
  
  	print_line(String("setting camera to ")+camera_transform_inverse);
  	*/
  //	material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse);
  
  
  	current_depth_test=true;
  	current_depth_mask=true;
  	texscreen_copied=false;
  	glBlendEquation(GL_FUNC_ADD);
  	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  	glDisable(GL_BLEND);
  	current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  
  	material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
  	opaque_render_list.sort_mat_light_type_flags();
  	_render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
  
  	if (draw_tex_background) {
  		//most 3D vendors recommend drawing a texture bg or skybox here,
  		//after opaque geometry has been drawn
  		//so the zbuffer can get rid of most pixels
  		_draw_tex_bg();
  	}
  
  	glBlendEquation(GL_FUNC_ADD);
  	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  	glDisable(GL_BLEND);
  	current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  	material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false);
  	if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  		glColorMask(1,1,1,0); //don't touch alpha
  	}
  
  	alpha_render_list.sort_z();
  	_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,false,true);
  	glColorMask(1,1,1,1);
  
  //	material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);
  
  	DEBUG_TEST_ERROR("Drawing Scene");
  
  #ifdef GLEW_ENABLED
  	glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  #endif
  
  	if (use_fb) {
  
  
  
  		for(int i=0;i<VS::ARRAY_MAX;i++) {
  			glDisableVertexAttribArray(i);
  		}
  		glBindBuffer(GL_ARRAY_BUFFER,0);
  		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  		glDisable(GL_BLEND);
  		glDisable(GL_DEPTH_TEST);
  		glDisable(GL_CULL_FACE);
  		glDisable(GL_SCISSOR_TEST);
  		glDepthMask(false);
  
  		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  			_process_hdr();
  		}
  		if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  			_process_glow_bloom();
  		}
  
  		glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
  
  		if (current_rt) {
  			glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
  			glViewport( 0,0,viewport.width,viewport.height);
  		} else {
  			glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  			glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  		}
  
  		//time to copy!!!
  		copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
  		copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]);
  		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
  		copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
  
  		copy_shader.bind();
  		//copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
  
  		if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  
  			glActiveTexture(GL_TEXTURE1);
  			glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
  			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
  
  		}
  
  		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  
  			glActiveTexture(GL_TEXTURE2);
  			glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
  			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
  			copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
  
  		}
  
  
  		if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
  
  			Vector3 bcs;
  			bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
  			bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
  			bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
  			copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
  		}
  		if (current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]) {
  			copy_shader.set_uniform(CopyShaderGLES2::GAMMA,float(current_env->fx_param[VS::ENV_FX_PARAM_GAMMA]));
  		}
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_2D, framebuffer.color );
  		glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  
  		_copy_screen_quad();
  
  		copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
  		copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,false);
  		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
  		copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
  		material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,false);
  
  
  		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
  			_debug_luminances();
  		}
  	}
  
  	current_env=NULL;
  	current_debug=VS::SCENARIO_DEBUG_DISABLED;
  	if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
  		_debug_shadows();
  	}
  
  
  }
  void RasterizerGLES2::end_shadow_map() {
  
  
  
  	ERR_FAIL_COND(!shadow);
  
  	glDisable(GL_BLEND);
  	glDisable(GL_SCISSOR_TEST);
  	glDisable(GL_DITHER);
  	glEnable(GL_DEPTH_TEST);
  	glDepthMask(true);
  
  
  	ShadowBuffer *sb = shadow->near_shadow_buffer;
  
  	ERR_FAIL_COND(!sb);
  
  	glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
  
  	if (!use_rgba_shadowmaps)
  		glColorMask(0, 0, 0, 0);
  
  	//glEnable(GL_POLYGON_OFFSET_FILL);
  	//glPolygonOffset( 8.0f, 16.0f);
  
  	CameraMatrix cm;
  	float z_near,z_far;
  	Transform light_transform;
  
  	float dp_direction=0.0;
  	bool flip_facing=false;
  
  	switch(shadow->base->type) {
  
  		case VS::LIGHT_DIRECTIONAL: {
  
  			if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) {
  
  				if (shadow_pass==0) {
  
  					cm = shadow->custom_projection;
  					light_transform=shadow->custom_transform;
  					glViewport(0, sb->size*0.5, sb->size, sb->size*0.5);
  					glScissor(0, sb->size*0.5, sb->size, sb->size*0.5);
  				} else {
  
  					cm = shadow->custom_projection2;
  					light_transform=shadow->custom_transform2;
  					glViewport(0, 0, sb->size, sb->size*0.5);
  					glScissor(0, 0, sb->size, sb->size*0.5);
  
  				}
  
  				glEnable(GL_SCISSOR_TEST);
  
  			} else {
  				cm = shadow->custom_projection;
  				light_transform=shadow->custom_transform;
  				glViewport(0, 0, sb->size, sb->size);
  			}
  
  			z_near=cm.get_z_near();
  			z_far=cm.get_z_far();
  
  			_glClearDepth(1.0f);
  			glClearColor(1,1,1,1);
  
  			if (use_rgba_shadowmaps)
  				glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
  			else
  				glClear(GL_DEPTH_BUFFER_BIT);
  
  
  			glDisable(GL_SCISSOR_TEST);
  
  		} break;
  		case VS::LIGHT_OMNI: {
  
  			material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,true);
  			dp_direction = shadow_pass?1.0:-1.0;
  			flip_facing = (shadow_pass == 1);
  			light_transform=shadow->transform;
  			z_near=0;
  			z_far=shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
  			shadow->dp.x=1.0/z_far;
  			shadow->dp.y=dp_direction;
  
  			if (shadow_pass==0) {
  				glViewport(0, sb->size*0.5, sb->size, sb->size*0.5);
  				glScissor(0, sb->size*0.5, sb->size, sb->size*0.5);
  			} else {
  				glViewport(0, 0, sb->size, sb->size*0.5);
  				glScissor(0, 0, sb->size, sb->size*0.5);
  			}
  			glEnable(GL_SCISSOR_TEST);
  			shadow->projection=cm;
  
  
  			glClearColor(1,1,1,1);
  			_glClearDepth(1.0f);
  			if (use_rgba_shadowmaps)
  				glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
  			else
  				glClear(GL_DEPTH_BUFFER_BIT);
  			glDisable(GL_SCISSOR_TEST);
  
  
  		} break;
  		case VS::LIGHT_SPOT: {
  
  			float far = shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
  			ERR_FAIL_COND( far<=0 );
  			float near= far/200.0;
  			if (near<0.05)
  			 near=0.05;
  
  			float angle = shadow->base->vars[ VS::LIGHT_PARAM_SPOT_ANGLE ];
  
  			cm.set_perspective( angle*2.0, 1.0, near, far );
  
  			shadow->projection=cm; // cache
  			light_transform=shadow->transform;
  			z_near=cm.get_z_near();
  			z_far=cm.get_z_far();
  
  			glViewport(0, 0, sb->size, sb->size);
  			_glClearDepth(1.0f);
  			glClearColor(1,1,1,1);
  			if (use_rgba_shadowmaps)
  				glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
  			else
  				glClear(GL_DEPTH_BUFFER_BIT);
  
  
  		} break;
  	}
  
  	Transform light_transform_inverse = light_transform.affine_inverse();
  
  	opaque_render_list.sort_mat_geom();
  	_render_list_forward(&opaque_render_list,light_transform,light_transform_inverse,cm,flip_facing,false);
  
  	material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false);
  
  	glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
  	//glDisable(GL_POLYGON_OFFSET_FILL);
  
  
  	if (!use_rgba_shadowmaps)
  		glColorMask(1, 1, 1, 1);
  
  	DEBUG_TEST_ERROR("Drawing Shadow");
  	shadow=NULL;
  
  
  }
  
  void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) {
  
  
  
  
  	Matrix32 modelview;
  	modelview.translate(p_rect.pos.x, p_rect.pos.y);
  	canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview);
  	glBindTexture(GL_TEXTURE_2D,tex);
  
  	Vector3 coords[4]= {
  		Vector3(p_rect.pos.x, p_rect.pos.y, 0 ),
  		Vector3(p_rect.pos.x+p_rect.size.width,
  		p_rect.pos.y, 0 ),
  		Vector3(p_rect.pos.x+p_rect.size.width,
  		p_rect.pos.y+p_rect.size.height, 0 ),
  		Vector3(p_rect.pos.x,
  		p_rect.pos.y+p_rect.size.height, 0 )
  	};
  
  	Vector3 texcoords[4]={
  		Vector3( 0.0f,0.0f, 0),
  		Vector3( 1.0f,0.0f, 0),
  		Vector3( 1.0f, 1.0f, 0),
  		Vector3( 0.0f, 1.0f, 0),
  	};
  
  	_draw_primitive(4,coords,0,0,texcoords);
  	//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
  
  }
  
  void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs) {
  
  
  	Size2 debug_size(128,128);
  //	Size2 debug_size(512,512);
  
  
  	for (int i=0;i<p_shadows.size();i++) {
  
  		ShadowBuffer *sb=&p_shadows[i];
  
  		if (!sb->owner)
  			continue;
  
  
  		if (sb->owner->base->type==VS::LIGHT_DIRECTIONAL) {
  
  			//if (sb->owner->shadow_pass!=scene_pass-1)
  			//	continue;
  		} else {
  
  			//if (sb->owner->shadow_pass!=frame)
  			//	continue;
  		}
  		_debug_draw_shadow(sb->depth, Rect2( ofs, debug_size ));
  		ofs.x+=debug_size.x;
  		if ( (ofs.x+debug_size.x) > viewport.width ) {
  
  			ofs.x=0;
  			ofs.y+=debug_size.y;
  		}
  	}
  
  }
  
  
  void RasterizerGLES2::_debug_luminances() {
  
  	canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,true);
  	canvas_begin();
  	glDisable(GL_BLEND);
  	canvas_shader.bind();
  
  	Size2 debug_size(128,128);
  	Size2 ofs;
  
  	for (int i=0;i<framebuffer.luminance.size();i++) {
  
  		_debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
  		ofs.x+=debug_size.x;
  		if ( (ofs.x+debug_size.x) > viewport.width ) {
  
  			ofs.x=0;
  			ofs.y+=debug_size.y;
  		}
  	}
  
  	canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);
  
  }
  
  
  void RasterizerGLES2::_debug_shadows() {
  
  	canvas_begin();
  	glDisable(GL_BLEND);
  	Size2 ofs;
  
  	/*
  	for(int i=0;i<16;i++) {
  		glActiveTexture(GL_TEXTURE0+i);
  		//glDisable(GL_TEXTURE_2D);
  	}
  	glActiveTexture(GL_TEXTURE0);
  	//glEnable(GL_TEXTURE_2D);
  	*/
  
  
  	_debug_draw_shadows_type(near_shadow_buffers,ofs);
  //	_debug_draw_shadows_type(far_shadow_buffers,ofs);
  
  }
  
  void RasterizerGLES2::end_frame() {
  
  
  	//print_line("VTX: "+itos(_rinfo.vertex_count)+" OBJ: "+itos(_rinfo.object_count)+" MAT: "+itos(_rinfo.mat_change_count)+" SHD: "+itos(_rinfo.shader_change_count)+" CI: "+itos(_rinfo.ci_draw_commands));
  
  	//print_line("TOTAL VTX: "+itos(_rinfo.vertex_count));
  	OS::get_singleton()->swap_buffers();
  }
  
  void RasterizerGLES2::flush_frame() {
  
  	glFlush();
  }
  
  /* CANVAS API */
  
  void RasterizerGLES2::canvas_begin() {
  
  	glDisable(GL_CULL_FACE);
  	glDisable(GL_DEPTH_TEST);
  	glDisable(GL_SCISSOR_TEST);
  #ifdef GLEW_ENABLED
  	glDisable(GL_POINT_SPRITE);
  	glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  #endif
  	glEnable(GL_BLEND);
  	glBlendEquation(GL_FUNC_ADD);
  	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  	//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  	glLineWidth(1.0);
  	glBindBuffer(GL_ARRAY_BUFFER,0);
  	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  	for(int i=0;i<VS::ARRAY_MAX;i++) {
  		glDisableVertexAttribArray(i);
  	}
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture( GL_TEXTURE_2D, white_tex );
  	canvas_tex=RID();
  	//material_shader.unbind();
  	canvas_shader.unbind();
  	canvas_shader.bind();
  	canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
  	_set_color_attrib(Color(1,1,1));
  	Transform canvas_transform;
  	canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
  	canvas_transform.scale( Vector3( 2.0f / viewport.width, -2.0f / viewport.height, 1.0f ) );
  	canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
  	canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Matrix32());
  	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
  
  	canvas_opacity=1.0;
  
  	canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  
  
  }
  void RasterizerGLES2::canvas_set_opacity(float p_opacity) {
  
  	canvas_opacity = p_opacity;
  }
  
  void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
  
  	if (p_mode==canvas_blend_mode)
  		return;
  	switch(p_mode) {
  
  		 case VS::MATERIAL_BLEND_MODE_MIX: {
  			glBlendEquation(GL_FUNC_ADD);
  			glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  
  		 } break;
  		 case VS::MATERIAL_BLEND_MODE_ADD: {
  
  			glBlendEquation(GL_FUNC_ADD);
  			glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  
  		 } break;
  		 case VS::MATERIAL_BLEND_MODE_SUB: {
  
  			glBlendEquation(GL_FUNC_SUBTRACT);
  			glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  		 } break;
  		case VS::MATERIAL_BLEND_MODE_MUL: {
  			glBlendEquation(GL_FUNC_ADD);
  			glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  
  		} break;
  
  	}
  
  	canvas_blend_mode=p_mode;
  
  }
  
  
  void RasterizerGLES2::canvas_begin_rect(const Matrix32& p_transform) {
  
  
  	canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,p_transform);
  	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
  
  }
  
  void RasterizerGLES2::canvas_set_clip(bool p_clip, const Rect2& p_rect) {
  
  	if (p_clip) {
  
  		glEnable(GL_SCISSOR_TEST);
  		glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)),
  		p_rect.size.width,p_rect.size.height);
  	} else {
  
  		glDisable(GL_SCISSOR_TEST);
  	}
  
  
  }
  
  void RasterizerGLES2::canvas_end_rect() {
  
  	//glPopMatrix();
  }
  
  
  RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_texture) {
  
  	if (p_texture==canvas_tex) {
  		if (canvas_tex.is_valid()) {
  			Texture*texture=texture_owner.get(p_texture);
  			return texture;
  		}
  		return NULL;
  	}
  
  
  
  	if (p_texture.is_valid()) {
  
  		Texture*texture=texture_owner.get(p_texture);
  		if (!texture) {
  			canvas_tex=RID();
  			glBindTexture(GL_TEXTURE_2D,white_tex);
  			return NULL;
  		}
  
  		if (texture->render_target)
  			texture->render_target->last_pass=frame;
  
  		glBindTexture(GL_TEXTURE_2D,texture->tex_id);
  		canvas_tex=p_texture;
  		return texture;
  
  
  	} else {
  
  
  		glBindTexture(GL_TEXTURE_2D,white_tex);
  		canvas_tex=p_texture;
  	}
  
  
  	return NULL;
  }
  
  void RasterizerGLES2::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) {
  
  	_bind_canvas_texture(RID());
  	Color c=p_color;
  	c.a*=canvas_opacity;
  	_set_color_attrib(c);
  
  	Vector3 verts[2]={
  		Vector3(p_from.x,p_from.y,0),
  		Vector3(p_to.x,p_to.y,0)
  	};
  
  	glLineWidth(p_width);
  	_draw_primitive(2,verts,0,0,0);
  	_rinfo.ci_draw_commands++;
  }
  
  void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) {
  
  
  
  	static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  
  
  //#define GLES_USE_PRIMITIVE_BUFFER
  
  #ifndef GLES_NO_CLIENT_ARRAYS
  
  	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
  
  	if (p_colors) {
  
  		glEnableVertexAttribArray(VS::ARRAY_COLOR);
  		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_COLOR);
  	}
  
  	if (p_uvs) {
  
  		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  	}
  
  	glDrawArrays(prim[p_points],0,p_points);
  
  #else
  
  	glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
  	float b[32];
  	int ofs=0;
  	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
  	for(int i=0;i<p_points;i++) {
  		b[ofs++]=p_vertices[i].x;
  		b[ofs++]=p_vertices[i].y;
  	}
  
  	if (p_colors) {
  
  		glEnableVertexAttribArray(VS::ARRAY_COLOR);
  		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
  		for(int i=0;i<p_points;i++) {
  			b[ofs++]=p_colors[i].r;
  			b[ofs++]=p_colors[i].g;
  			b[ofs++]=p_colors[i].b;
  			b[ofs++]=p_colors[i].a;
  		}
  
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_COLOR);
  	}
  
  
  	if (p_uvs) {
  
  		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
  		for(int i=0;i<p_points;i++) {
  			b[ofs++]=p_uvs[i].x;
  			b[ofs++]=p_uvs[i].y;
  		}
  
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  	}
  
  	glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
  	glDrawArrays(prim[p_points],0,p_points);
  	glBindBuffer(GL_ARRAY_BUFFER,0);
  
  
  #endif
  	_rinfo.ci_draw_commands++;
  }
  
  void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2) {
  
  
  	static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  
  	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
  	if (p_colors) {
  
  		glEnableVertexAttribArray(VS::ARRAY_COLOR);
  		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_COLOR);
  	}
  
  	if (p_uvs) {
  
  		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  	}
  
  	if (p_uvs2) {
  
  		glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
  		glVertexAttribPointer( VS::ARRAY_TEX_UV2, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs2 );
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
  	}
  
  	glDrawArrays(prim[p_points],0,p_points);
  	_rinfo.ci_draw_commands++;
  }
  
  void RasterizerGLES2::_draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip, bool p_v_flip ) {
  
  	Vector2 texcoords[4]= {
  		Vector2( p_src_region.pos.x/p_tex_size.width,
  		p_src_region.pos.y/p_tex_size.height),
  
  		Vector2((p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
  		p_src_region.pos.y/p_tex_size.height),
  
  		Vector2( (p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
  		(p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height),
  
  		Vector2( p_src_region.pos.x/p_tex_size.width,
  		(p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height)
  	};
  
  	if (p_h_flip) {
  		SWAP( texcoords[0], texcoords[1] );
  		SWAP( texcoords[2], texcoords[3] );
  	}
  	if (p_v_flip) {
  		SWAP( texcoords[1], texcoords[2] );
  		SWAP( texcoords[0], texcoords[3] );
  	}
  
  	Vector2 coords[4]= {
  		Vector2( p_rect.pos.x, p_rect.pos.y ),
  		Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y ),
  		Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height ),
  		Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
  	};
  
  	_draw_gui_primitive(4,coords,0,texcoords);
  	_rinfo.ci_draw_commands++;
  }
  
  void RasterizerGLES2::_draw_quad(const Rect2& p_rect) {
  
  	Vector2 coords[4]= {
  		Vector2( p_rect.pos.x,p_rect.pos.y ),
  		Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y ),
  		Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height ),
  		Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
  	};
  
  	_draw_gui_primitive(4,coords,0,0);
  	_rinfo.ci_draw_commands++;
  
  }
  
  void RasterizerGLES2::canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate) {
  
  	Color m = p_modulate;
  	m.a*=canvas_opacity;
  	_set_color_attrib(m);
  	Texture *texture = _bind_canvas_texture(p_texture);
  
  
  	if ( texture ) {
  
  		if (!(p_flags&CANVAS_RECT_REGION)) {
  
  			Rect2 region = Rect2(0,0,texture->width,texture->height);
  			_draw_textured_quad(p_rect,region,region.size,p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V);
  
  		} else {
  
  			_draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height),p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V );
  
  		}
  	} else {
  
  		//glDisable(GL_TEXTURE_2D);
  		_draw_quad( p_rect );
  		//print_line("rect: "+p_rect);
  
  	}
  
  	_rinfo.ci_draw_commands++;
  
  }
  
  void RasterizerGLES2::canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margin, bool p_draw_center,const Color& p_modulate) {
  
  	Color m = p_modulate;
  	m.a*=canvas_opacity;
  	_set_color_attrib(m);
  
  	Texture* texture=_bind_canvas_texture(p_texture);
  	ERR_FAIL_COND(!texture);
  	/* CORNERS */
  
  	_draw_textured_quad( // top left
  		Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
  		Rect2( Point2(), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
  		Size2( texture->width, texture->height ) );
  
  	_draw_textured_quad( // top right
  		Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
  		Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],0), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
  		Size2( texture->width, texture->height ) );
  
  
  	_draw_textured_quad( // bottom left
  		Rect2( Point2(p_rect.pos.x,p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
  		Rect2( Point2(0,texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
  		Size2( texture->width, texture->height ) );
  
  	_draw_textured_quad( // bottom right
  		Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
  		Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
  		Size2( texture->width, texture->height ) );
  
  	Rect2 rect_center( p_rect.pos+Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));
  
  	Rect2 src_center( Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( texture->width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], texture->height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));
  
  
  	_draw_textured_quad( // top
  		Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])),
  		Rect2( Point2(p_margin[MARGIN_LEFT],0), Size2(src_center.size.width,p_margin[MARGIN_TOP])),
  		Size2( texture->width, texture->height ) );
  
  	_draw_textured_quad( // bottom
  		Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])),
  		Rect2( Point2(p_margin[MARGIN_LEFT],src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])),
  		Size2( texture->width, texture->height ) );
  
  	_draw_textured_quad( // left
  		Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)),
  		Rect2( Point2(0,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)),
  		Size2( texture->width, texture->height ) );
  
  	_draw_textured_quad( // right
  		Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)),
  		Rect2( Point2(src_center.pos.x+src_center.size.width,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT],src_center.size.height)),
  		Size2( texture->width, texture->height ) );
  
  	if (p_draw_center) {
  
  		_draw_textured_quad(
  			rect_center,
  			src_center,
  			Size2( texture->width, texture->height ));
  	}
  
  
  	_rinfo.ci_draw_commands++;
  }
  
  void RasterizerGLES2::canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width) {
  
  	ERR_FAIL_COND(p_points.size()<1);
  	_set_color_attrib(Color(1,1,1,canvas_opacity));
  	_bind_canvas_texture(p_texture);
  	_draw_gui_primitive(p_points.size(),p_points.ptr(),p_colors.ptr(),p_uvs.ptr());
  
  	_rinfo.ci_draw_commands++;
  }
  
  void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) {
  
  	bool do_colors=false;
  
  	if (p_singlecolor) {
  		Color m = *p_colors;
  		m.a*=canvas_opacity;
  		_set_color_attrib(m);
  	} else if (!p_colors) {
  		_set_color_attrib( Color(1,1,1,canvas_opacity));
  	} else
  		do_colors=true;
  
  	Texture *texture = _bind_canvas_texture(p_texture);
  
  	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
  	if (do_colors) {
  
  		glEnableVertexAttribArray(VS::ARRAY_COLOR);
  		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_COLOR);
  	}
  
  	if (texture && p_uvs) {
  
  		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
  	} else {
  		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  	}
  
  	if (p_indices) {
  
  		glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
  	} else {
  		glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
  	}
  
  	_rinfo.ci_draw_commands++;
  
  };
  
  
  void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) {
  
  	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform);
  
  	//canvas_transform = Variant(p_transform);
  }
  
  /* ENVIRONMENT */
  
  RID RasterizerGLES2::environment_create() {
  
  	Environment * env = memnew( Environment );
  	return environment_owner.make_rid(env);
  }
  
  void RasterizerGLES2::environment_set_background(RID p_env,VS::EnvironmentBG p_bg) {
  
  	ERR_FAIL_INDEX(p_bg,VS::ENV_BG_MAX);
  	Environment * env = environment_owner.get(p_env);
  	ERR_FAIL_COND(!env);
  	env->bg_mode=p_bg;
  }
  
  VS::EnvironmentBG RasterizerGLES2::environment_get_background(RID p_env) const{
  
  	const Environment * env = environment_owner.get(p_env);
  	ERR_FAIL_COND_V(!env,VS::ENV_BG_MAX);
  	return env->bg_mode;
  }
  
  void RasterizerGLES2::environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value){
  
  	ERR_FAIL_INDEX(p_param,VS::ENV_BG_PARAM_MAX);
  	Environment * env = environment_owner.get(p_env);
  	ERR_FAIL_COND(!env);
  	env->bg_param[p_param]=p_value;
  
  }
  Variant RasterizerGLES2::environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const{
  
  	ERR_FAIL_INDEX_V(p_param,VS::ENV_BG_PARAM_MAX,Variant());
  	const Environment * env = environment_owner.get(p_env);
  	ERR_FAIL_COND_V(!env,Variant());
  	return env->bg_param[p_param];
  
  }
  
  void RasterizerGLES2::environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled){
  
  	ERR_FAIL_INDEX(p_effect,VS::ENV_FX_MAX);
  	Environment * env = environment_owner.get(p_env);
  	ERR_FAIL_COND(!env);
  	env->fx_enabled[p_effect]=p_enabled;
  }
  bool RasterizerGLES2::environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const{
  
  	ERR_FAIL_INDEX_V(p_effect,VS::ENV_FX_MAX,false);
  	const Environment * env = environment_owner.get(p_env);
  	ERR_FAIL_COND_V(!env,false);
  	return env->fx_enabled[p_effect];
  
  }
  
  void RasterizerGLES2::environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value){
  
  	ERR_FAIL_INDEX(p_param,VS::ENV_FX_PARAM_MAX);
  	Environment * env = environment_owner.get(p_env);
  	ERR_FAIL_COND(!env);
  	env->fx_param[p_param]=p_value;
  }
  Variant RasterizerGLES2::environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const{
  
  	ERR_FAIL_INDEX_V(p_param,VS::ENV_FX_PARAM_MAX,Variant());
  	const Environment * env = environment_owner.get(p_env);
  	ERR_FAIL_COND_V(!env,Variant());
  	return env->fx_param[p_param];
  
  }
  
  /*MISC*/
  
  bool RasterizerGLES2::is_texture(const RID& p_rid) const {
  
  	return texture_owner.owns(p_rid);
  }
  bool RasterizerGLES2::is_material(const RID& p_rid) const {
  
  	return material_owner.owns(p_rid);
  }
  bool RasterizerGLES2::is_mesh(const RID& p_rid) const {
  
  	return mesh_owner.owns(p_rid);
  }
  bool RasterizerGLES2::is_multimesh(const RID& p_rid) const {
  
  	return multimesh_owner.owns(p_rid);
  }
  bool RasterizerGLES2::is_particles(const RID &p_beam) const {
  
  	return particles_owner.owns(p_beam);
  }
  
  bool RasterizerGLES2::is_light(const RID& p_rid) const {
  
  	return light_owner.owns(p_rid);
  }
  bool RasterizerGLES2::is_light_instance(const RID& p_rid) const {
  
  	return light_instance_owner.owns(p_rid);
  }
  bool RasterizerGLES2::is_particles_instance(const RID& p_rid) const {
  
  	return particles_instance_owner.owns(p_rid);
  }
  bool RasterizerGLES2::is_skeleton(const RID& p_rid) const {
  
  	return skeleton_owner.owns(p_rid);
  }
  bool RasterizerGLES2::is_environment(const RID& p_rid) const {
  
  	return environment_owner.owns(p_rid);
  }
  bool RasterizerGLES2::is_shader(const RID& p_rid) const {
  
  	return false;
  }
  
  void RasterizerGLES2::free(const RID& p_rid) {
  	if (texture_owner.owns(p_rid)) {
  
  		// delete the texture
  		Texture *texture = texture_owner.get(p_rid);
  
  //		glDeleteTextures( 1,&texture->tex_id );
  		_rinfo.texture_mem-=texture->total_data_size;
  		texture_owner.free(p_rid);
  		memdelete(texture);
  
  	} else if (shader_owner.owns(p_rid)) {
  
  		// delete the texture
  		Shader *shader = shader_owner.get(p_rid);
  
  		switch(shader->mode) {
  			case VS::SHADER_MATERIAL: {
  				material_shader.free_custom_shader(shader->custom_code_id);
  			} break;
  			case VS::SHADER_POST_PROCESS: {
  				//postprocess_shader.free_custom_shader(shader->custom_code_id);
  			} break;
  		}
  
  		if (shader->dirty_list.in_list())
  			_shader_dirty_list.remove(&shader->dirty_list);
  
  		//material_shader.free_custom_shader(shader->custom_code_id);
  		shader_owner.free(p_rid);
  		memdelete(shader);
  
  	} else if (material_owner.owns(p_rid)) {
  
  		Material *material = material_owner.get( p_rid );
  		ERR_FAIL_COND(!material);
  
  		_free_fixed_material(p_rid); //just in case
  		material_owner.free(p_rid);
  		memdelete(material);
  
  	} else if (mesh_owner.owns(p_rid)) {
  
  		Mesh *mesh = mesh_owner.get(p_rid);
  		ERR_FAIL_COND(!mesh);
  		for (int i=0;i<mesh->surfaces.size();i++) {
  
  			Surface *surface = mesh->surfaces[i];
  			if (surface->array_local != 0) {
  				memfree(surface->array_local);
  			};
  			if (surface->index_array_local != 0) {
  				memfree(surface->index_array_local);
  			};
  
  			if (mesh->morph_target_count>0) {
  
  				for(int i=0;i<mesh->morph_target_count;i++) {
  
  					memfree(surface->morph_targets_local[i].array);
  				}
  				memfree(surface->morph_targets_local);
  				surface->morph_targets_local=NULL;
  			}
  
  			if (surface->vertex_id)
  				glDeleteBuffers(1,&surface->vertex_id);
  			if (surface->index_id)
  				glDeleteBuffers(1,&surface->index_id);
  
  			memdelete( surface );
  		};
  
  		mesh->surfaces.clear();
  
  		mesh_owner.free(p_rid);
  		memdelete(mesh);
  
  	} else if (multimesh_owner.owns(p_rid)) {
  
  	       MultiMesh *multimesh = multimesh_owner.get(p_rid);
  	       ERR_FAIL_COND(!multimesh);
  
  		if (multimesh->tex_id) {
  			glDeleteTextures(1,&multimesh->tex_id);
  		}
  
  	       multimesh_owner.free(p_rid);
  	       memdelete(multimesh);
  
  	} else if (particles_owner.owns(p_rid)) {
  
  		Particles *particles = particles_owner.get(p_rid);
  		ERR_FAIL_COND(!particles);
  
  		particles_owner.free(p_rid);
  		memdelete(particles);
  	} else if (particles_instance_owner.owns(p_rid)) {
  
  		ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid);
  		ERR_FAIL_COND(!particles_isntance);
  
  		particles_instance_owner.free(p_rid);
  		memdelete(particles_isntance);
  
  	} else if (skeleton_owner.owns(p_rid)) {
  
  		Skeleton *skeleton = skeleton_owner.get( p_rid );
  		ERR_FAIL_COND(!skeleton);
  
  		if (skeleton->dirty_list.in_list())
  			_skeleton_dirty_list.remove(&skeleton->dirty_list);
  		if (skeleton->tex_id) {
  			glDeleteTextures(1,&skeleton->tex_id);
  		}
  		skeleton_owner.free(p_rid);
  		memdelete(skeleton);
  
  	} else if (light_owner.owns(p_rid)) {
  
  		Light *light = light_owner.get( p_rid );
  		ERR_FAIL_COND(!light)
  
  		light_owner.free(p_rid);
  		memdelete(light);
  
  	} else if (light_instance_owner.owns(p_rid)) {
  
  		LightInstance *light_instance = light_instance_owner.get( p_rid );
  		ERR_FAIL_COND(!light_instance);
  		light_instance->clear_shadow_buffers();
  		light_instance_owner.free(p_rid);
  		memdelete( light_instance );
  
  	} else if (environment_owner.owns(p_rid)) {
  
  		Environment *env = environment_owner.get( p_rid );
  		ERR_FAIL_COND(!env);
  
  		environment_owner.free(p_rid);
  		memdelete( env );
  
  	} else if (viewport_data_owner.owns(p_rid)) {
  
  		ViewportData *viewport_data = viewport_data_owner.get( p_rid );
  		ERR_FAIL_COND(!viewport_data);
  		glDeleteFramebuffers(1,&viewport_data->lum_fbo);
  		glDeleteTextures(1,&viewport_data->lum_color);
  		viewport_data_owner.free(p_rid);
  		memdelete( viewport_data );
  
  	} else if (render_target_owner.owns(p_rid)) {
  
  		RenderTarget *render_target = render_target_owner.get( p_rid );
  		ERR_FAIL_COND(!render_target);
  		render_target_set_size(p_rid,0,0); //clears framebuffer
  		texture_owner.free(render_target->texture);
  		memdelete(render_target->texture_ptr);
  		render_target_owner.free(p_rid);
  		memdelete( render_target );
  
  	};
  }
  
  
  
  bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
  
  	size=p_size;
  	// Create a framebuffer object
  	glGenFramebuffers(1, &fbo);
  	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
  
  	// Create a render buffer
  	glGenRenderbuffers(1, &rbo);
  	glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  
  	// Create a texture for storing the depth
  	glGenTextures(1, &depth);
  	glBindTexture(GL_TEXTURE_2D, depth);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  
  	// Remove artifact on the edges of the shadowmap
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  
  	//print_line("ERROR? "+itos(glGetError()));
  	if ( p_use_depth ) {
  
  		// We'll use a depth texture to store the depths in the shadow map
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
  			     GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  
  		// Attach the depth texture to FBO depth attachment point
  		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  				       GL_TEXTURE_2D, depth, 0);
  
  #ifdef GLEW_ENABLED
  		glDrawBuffer(GL_NONE);
  #endif
  	} else {
  		// We'll use a RGBA texture into which we pack the depth info
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
  			     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  
  		// Attach the RGBA texture to FBO color attachment point
  		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  				       GL_TEXTURE_2D, depth, 0);
  
  		// Allocate 16-bit depth buffer
  		glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size,size);
  
  		// Attach the render buffer as depth buffer - will be ignored
  		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  					  GL_RENDERBUFFER, rbo);
  
  
  	}
  
  #if 0
  
  	if (!p_use_depth) {
  
  
  		print_line("try no depth!");
  
  		glGenTextures(1, &rgba);
  		glBindTexture(GL_TEXTURE_2D, rgba);
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rgba, 0);
  /*
  		glGenRenderbuffers(1, &depth);
  		glBindRenderbuffer(GL_RENDERBUFFER, depth);
  		glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, p_size, p_size);
  		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
  */
  		glGenTextures(1, &depth);
  		glBindTexture(GL_TEXTURE_2D, depth);
  		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  
  		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
  
  	} else {
  
  //		glGenRenderbuffers(1, &rbo);
  //		glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  
  		glGenTextures(1, &depth);
  		glBindTexture(GL_TEXTURE_2D, depth);
  		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  
  		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
  
  	}
  
  #endif
  	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  	//printf("errnum: %x\n",status);
  #ifdef GLEW_ENABLED
  	if (p_use_depth) {
  		glDrawBuffer(GL_BACK);
  	}
  #endif
  	glBindFramebuffer(GL_FRAMEBUFFER, 0);
  	DEBUG_TEST_ERROR("Shadow Buffer Init");
  	ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
  
  #ifdef GLEW_ENABLED
  	if (p_use_depth) {
  		glDrawBuffer(GL_BACK);
  	}
  #endif
  
  #if 0
  	glGenFramebuffers(1, &fbo_blur);
  	glBindFramebuffer(GL_FRAMEBUFFER, fbo_blur);
  
  	glGenRenderbuffers(1, &rbo_blur);
  	glBindRenderbuffer(GL_RENDERBUFFER, rbo_blur);
  
  	glGenTextures(1, &blur);
  	glBindTexture(GL_TEXTURE_2D, blur);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  
  	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  
  
  	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  //	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0,
  //			GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);
  
  	   // Attach the RGBA texture to FBO color attachment point
  	   glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  				  GL_TEXTURE_2D, blur, 0);
  
  	   // Allocate 16-bit depth buffer
  	  /* glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
  
  	   // Attach the render buffer as depth buffer - will be ignored
  	   glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  				     GL_RENDERBUFFER, rbo_blur);
  */
  	status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  	OS::get_singleton()->print("Status: %x\n",status);
  	glBindFramebuffer(GL_FRAMEBUFFER, 0);
  	DEBUG_TEST_ERROR("Shadow Blur Buffer Init");
  	ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
  #endif
  
  	return true;
  
  }
  
  
  
  void RasterizerGLES2::_update_framebuffer() {
  
  	if (!use_framebuffers)
  		return;
  
  	int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink",1);
  
  	int dwidth = OS::get_singleton()->get_video_mode().width/scale;
  	int dheight = OS::get_singleton()->get_video_mode().height/scale;
  
  	if (framebuffer.fbo && dwidth==framebuffer.width && dheight==framebuffer.height)
  		return;
  
  
  	bool use_fbo=true;
  
  
  	if (framebuffer.fbo!=0) {
  
  		glDeleteFramebuffers(1,&framebuffer.fbo);
  #if 0
  		glDeleteTextures(1,&framebuffer.depth);
  #else
  		glDeleteRenderbuffers(1,&framebuffer.depth);
  
  #endif
  		glDeleteTextures(1,&framebuffer.color);
  
  		for(int i=0;i<framebuffer.luminance.size();i++) {
  
  			glDeleteTextures(1,&framebuffer.luminance[i].color);
  			glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
  
  		}
  		for(int i=0;i<3;i++) {
  
  			glDeleteTextures(1,&framebuffer.blur[i].color);
  			glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
  		}
  
  		glDeleteTextures(1,&framebuffer.sample_color);
  		glDeleteFramebuffers(1,&framebuffer.sample_fbo);
  		framebuffer.luminance.clear();
  		framebuffer.blur_size=0;
  		framebuffer.fbo=0;
  	}
  
  	framebuffer.active=use_fbo;
  	framebuffer.width=dwidth;
  	framebuffer.height=dheight;
  	framebuffer.scale=scale;
  
  	if (!framebuffer.active)
  		return;
  
  
  	glGenFramebuffers(1, &framebuffer.fbo);
  	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  
  	//print_line("generating fbo, id: "+itos(framebuffer.fbo));
  	//depth
  
  	// Create a render buffer
  
  #if 0
  	glGenTextures(1, &framebuffer.depth);
  	glBindTexture(GL_TEXTURE_2D, framebuffer.depth);
  	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,  framebuffer.width, framebuffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
  	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebuffer.depth, 0);
  
  #else
  
  	glGenRenderbuffers(1, &framebuffer.depth);
  	glBindRenderbuffer(GL_RENDERBUFFER, framebuffer.depth );
  
  	glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, framebuffer.width,framebuffer.height);
  
  	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, framebuffer.depth);
  
  #endif
  	//color
  	glGenTextures(1, &framebuffer.color);
  	glBindTexture(GL_TEXTURE_2D, framebuffer.color);
  	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,  framebuffer.width, framebuffer.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  //	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  //	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0);
  #
  	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  	glBindFramebuffer(GL_FRAMEBUFFER, 0);
  
  	if (status != GL_FRAMEBUFFER_COMPLETE) {
  
  		glDeleteFramebuffers(1,&framebuffer.fbo);
  #if 0
  		glDeleteTextures(1,&framebuffer.depth);
  #else
  		glDeleteRenderbuffers(1,&framebuffer.depth);
  
  #endif
  		glDeleteTextures(1,&framebuffer.color);
  		framebuffer.fbo=0;
  		framebuffer.active=false;
  		//print_line("**************** NO FAMEBUFFEEEERRRR????");
  		WARN_PRINT("Could not create framebuffer!!");
  	}
  
  	//sample
  
  	glGenFramebuffers(1, &framebuffer.sample_fbo);
  	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
  	glGenTextures(1, &framebuffer.sample_color);
  	glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
  	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,  framebuffer.width, framebuffer.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  //	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  //	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.sample_color, 0);
  #
  	status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  	glBindFramebuffer(GL_FRAMEBUFFER, 0);
  
  	if (status != GL_FRAMEBUFFER_COMPLETE) {
  
  		glDeleteFramebuffers(1,&framebuffer.fbo);
  #if 0
  		glDeleteTextures(1,&framebuffer.depth);
  #else
  		glDeleteRenderbuffers(1,&framebuffer.depth);
  
  #endif
  		glDeleteTextures(1,&framebuffer.color);
  		glDeleteTextures(1,&framebuffer.sample_color);
  		glDeleteFramebuffers(1,&framebuffer.sample_fbo);
  		framebuffer.fbo=0;
  		framebuffer.active=false;
  		//print_line("**************** NO FAMEBUFFEEEERRRR????");
  		WARN_PRINT("Could not create framebuffer!!");
  	}
  	//blur
  
  	int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
  
  	if (size!=framebuffer.blur_size) {
  
  
  		for(int i=0;i<3;i++) {
  
  			if (framebuffer.blur[i].fbo) {
  				glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
  				glDeleteTextures(1,&framebuffer.blur[i].color);
  				framebuffer.blur[i].fbo=0;
  				framebuffer.blur[i].color=0;
  			}
  		}
  
  		framebuffer.blur_size=size;
  
  		for(int i=0;i<3;i++) {
  
  			glGenFramebuffers(1, &framebuffer.blur[i].fbo);
  			glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
  
  			glGenTextures(1, &framebuffer.blur[i].color);
  			glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
  				     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  					       GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
  
  
  			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  
  			glBindFramebuffer(GL_FRAMEBUFFER, 0);
  			DEBUG_TEST_ERROR("Shadow Buffer Init");
  			ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
  
  
  		}
  
  	}
  
  	// luminance
  
  	int base_size = GLOBAL_DEF("rasterizer/luminance_buffer_size",81);
  
  	if (framebuffer.luminance.empty() || framebuffer.luminance[0].size!=base_size) {
  
  
  		for(int i=0;i<framebuffer.luminance.size();i++) {
  
  			glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
  			glDeleteTextures(1,&framebuffer.luminance[i].color);
  		}
  
  		framebuffer.luminance.clear();
  
  
  
  		while(base_size>0) {
  
  			FrameBuffer::Luminance lb;
  			lb.size=base_size;
  
  
  			glGenFramebuffers(1, &lb.fbo);
  			glBindFramebuffer(GL_FRAMEBUFFER, lb.fbo);
  
  			glGenTextures(1, &lb.color);
  			glBindTexture(GL_TEXTURE_2D, lb.color);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lb.size, lb.size, 0,
  				     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  					       GL_TEXTURE_2D, lb.color, 0);
  
  
  			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  
  			glBindFramebuffer(GL_FRAMEBUFFER, 0);
  			DEBUG_TEST_ERROR("Shadow Buffer Init");
  			ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
  
  			base_size/=3;
  			framebuffer.luminance.push_back(lb);
  
  		}
  	}
  
  
  
  }
  
  void RasterizerGLES2::set_base_framebuffer(GLuint p_id) {
  
  	base_framebuffer=p_id;
  }
  
  #if 0
  void RasterizerGLES2::_update_blur_buffer() {
  
  	int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
  	if (size!=framebuffer.blur_size) {
  
  		for(int i=0;i<3;i++) {
  
  			if (framebuffer.blur[i].fbo) {
  				glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
  				glDeleteTextures(1,&framebuffer.blur[i].color);
  				framebuffer.blur[i].fbo=0;
  				framebuffer.blur[i].color=0;
  			}
  		}
  
  		framebuffer.blur_size=size;
  
  		for(int i=0;i<3;i++) {
  
  			glGenFramebuffers(1, &framebuffer.blur[i].fbo);
  			glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
  
  			glGenTextures(1, &framebuffer.blur[i].color);
  			glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
  				     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  					       GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
  
  
  			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  
  			glBindFramebuffer(GL_FRAMEBUFFER, 0);
  			DEBUG_TEST_ERROR("Shadow Buffer Init");
  			ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
  
  
  		}
  
  	}
  
  
  
  
  
  }
  #endif
  void RasterizerGLES2::init() {
  
  #ifdef GLEW_ENABLED
  	GLuint res = glewInit();
  	ERR_FAIL_COND(res!=GLEW_OK);
  #endif
  
  
  
  
  	scene_pass=1;
  
  	if (extensions.size()==0) {
  
  		set_extensions( (const char*)glGetString( GL_EXTENSIONS ));
  	}
  
  
  	GLint tmp = 0;
  	glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp);
  	//print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp));
  
  	glEnable(GL_DEPTH_TEST);
  	glDepthFunc(GL_LEQUAL);
  	glFrontFace(GL_CW);
  	//glEnable(GL_TEXTURE_2D);
  
  	default_material=create_default_material();
  
  	material_shader.init();
  	canvas_shader.init();
  	copy_shader.init();
  
  #ifdef GLEW_ENABLED
  	material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL,true);
  	canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL,true);
  	copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true);
  #endif
  
  
  	shadow=NULL;
  	shadow_pass=0;
  
  	framebuffer.fbo=0;
  	framebuffer.width=0;
  	framebuffer.height=0;
  //	framebuffer.buff16=false;
  //	framebuffer.blur[0].fbo=false;
  //	framebuffer.blur[1].fbo=false;
  	framebuffer.active=false;
  
  	//do a single initial clear
  	glClearColor(0,0,0,1);
  	//glClearDepth(1.0);
  	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  
  	skinned_buffer_size = GLOBAL_DEF("rasterizer/skinned_buffer_size",DEFAULT_SKINNED_BUFFER_SIZE);
  	skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size );
  
  	glGenTextures(1, &white_tex);
  	unsigned char whitetexdata[8*8*3];
  	for(int i=0;i<8*8*3;i++) {
  		whitetexdata[i]=255;
  	}
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(GL_TEXTURE_2D,white_tex);
  	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
  	glGenerateMipmap(GL_TEXTURE_2D);
  	glBindTexture(GL_TEXTURE_2D,0);
  
  #ifdef GLEW_ENABLED
  
  	read_depth_supported=true;
  	pvr_supported=false;
  	etc_supported=false;
  	use_depth24 =true;
  	s3tc_supported = true;
  	use_hw_skeleton_xform = false;
  //	use_texture_instancing=false;
  //	use_attribute_instancing=true;
  	use_texture_instancing=false;
  	use_attribute_instancing=true;
  #ifdef OSX_ENABLED
  	use_rgba_shadowmaps=true;
  #else
  	use_rgba_shadowmaps=false;
  #endif
  	use_half_float=true;
  
  #else
  	read_depth_supported=extensions.has("GL_OES_depth_texture");
  	use_rgba_shadowmaps=!read_depth_supported;
  	pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc");
  	etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
  	use_depth24 = extensions.has("GL_OES_depth24");
  	s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
  	use_half_float = extensions.has("GL_OES_vertex_half_float");
  
  
  	GLint vtf;
  	glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
  	use_hw_skeleton_xform=vtf>0 && extensions.has("GL_OES_texture_float");
  	//if (extensions.has("GL_QCOM_tiled_rendering"))
  	//	use_hw_skeleton_xform=false;
  	GLint mva;
  	glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,&mva);
  	if (vtf==0 && mva>8) {
  		//tegra 3, mali 400
  		use_attribute_instancing=true;
  		use_texture_instancing=false;
  	} else if (vtf>0 && extensions.has("GL_OES_texture_float")){
  		//use_texture_instancing=true;
  		use_texture_instancing=false; // i don't get it, uniforms are faster.
  		use_attribute_instancing=false;
  
  
  
  	} else {
  
  		use_texture_instancing=false;
  		use_attribute_instancing=false;
  	}
  
  
  	//etc_supported=false;
  	use_hw_skeleton_xform=false;
  
  #endif
  
  	//use_rgba_shadowmaps=true;
  
  
  
  
  	//read_depth_supported=false;
  
  	{
  		//shadowmaps
  		OS::VideoMode vm=OS::get_singleton()->get_video_mode();
  
  		//don't use a shadowbuffer too big in GLES, this should be the maximum
  		int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);//nearest_power_of_2(MIN(vm.width,vm.height))/2;
  		while(max_shadow_size>=16) {
  
  			ShadowBuffer sb;
  			bool s = sb.init(max_shadow_size,!use_rgba_shadowmaps);
  			if (s)
  				near_shadow_buffers.push_back(sb);
  			max_shadow_size/=2;
  		}
  
  		//material_shader
  		material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
  
  	}
  
  
  	shadow_material = material_create(); //empty with nothing
  	shadow_mat_ptr = material_owner.get(shadow_material);
  	overdraw_material = create_overdraw_debug_material();
  
  	npo2_textures_available=true;
  	//fragment_lighting=false;
  	_rinfo.texture_mem=0;
  	current_env=NULL;
  	current_rt=NULL;
  	current_vd=NULL;
  	current_debug=VS::SCENARIO_DEBUG_DISABLED;
  
  	glGenBuffers(1,&gui_quad_buffer);
  	glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
  	glBufferData(GL_ARRAY_BUFFER,128,NULL,GL_DYNAMIC_DRAW);
  	glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  
  
  
  	_update_framebuffer();
  	DEBUG_TEST_ERROR("Initializing");
  }
  
  void RasterizerGLES2::finish() {
  
  
  	memdelete_arr(skinned_buffer);
  }
  
  int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) {
  
  	switch(p_info) {
  
  		case VS::INFO_OBJECTS_IN_FRAME: {
  
  			return _rinfo.object_count;
  		} break;
  		case VS::INFO_VERTICES_IN_FRAME: {
  
  			return _rinfo.vertex_count;
  		} break;
  		case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
  
  			return _rinfo.mat_change_count;
  		} break;
  		case VS::INFO_SHADER_CHANGES_IN_FRAME: {
  
  			return _rinfo.shader_change_count;
  		} break;
  		case VS::INFO_DRAW_CALLS_IN_FRAME: {
  
  			return _rinfo.draw_calls;
  		} break;
  		case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
  
  			return _rinfo.surface_count;
  		} break;
  		case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
  
  			return 0;
  		} break;
  		case VS::INFO_VIDEO_MEM_USED: {
  
  			return get_render_info(VS::INFO_TEXTURE_MEM_USED)+get_render_info(VS::INFO_VERTEX_MEM_USED);
  		} break;
  		case VS::INFO_TEXTURE_MEM_USED: {
  
  			return _rinfo.texture_mem;
  		} break;
  		case VS::INFO_VERTEX_MEM_USED: {
  
  			return 0;
  		} break;
  	}
  
  	return 0;
  }
  
  void RasterizerGLES2::set_extensions(const char *p_strings) {
  
  	Vector<String> strings = String(p_strings).split(" ",false);
  	for(int i=0;i<strings.size();i++) {
  
  		extensions.insert(strings[i]);
  //		print_line(strings[i]);
  	}
  }
  
  bool RasterizerGLES2::needs_to_draw_next_frame() const {
  
  	return draw_next_frame;
  }
  
  bool RasterizerGLES2::has_feature(VS::Features p_feature) const {
  
  	switch( p_feature) {
  		case VS::FEATURE_SHADERS: return true;
  		case VS::FEATURE_NEEDS_RELOAD_HOOK: return use_reload_hooks;
  		default: return false;
  	}
  }
  
  
  void RasterizerGLES2::reload_vram() {
  
  
  	glEnable(GL_DEPTH_TEST);
  	glDepthFunc(GL_LEQUAL);
  	glFrontFace(GL_CW);
  
  
  
  	//do a single initial clear
  	glClearColor(0,0,0,1);
  	//glClearDepth(1.0);
  	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  
  
  	glGenTextures(1, &white_tex);
  	unsigned char whitetexdata[8*8*3];
  	for(int i=0;i<8*8*3;i++) {
  		whitetexdata[i]=255;
  	}
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(GL_TEXTURE_2D,white_tex);
  	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
  	glGenerateMipmap(GL_TEXTURE_2D);
  	glBindTexture(GL_TEXTURE_2D,0);
  
  
  
  	List<RID> textures;
  	texture_owner.get_owned_list(&textures);
  	keep_copies=false;
  	for(List<RID>::Element *E=textures.front();E;E=E->next()) {
  
  		RID tid = E->get();
  		Texture *t=texture_owner.get(tid);
  		ERR_CONTINUE(!t);
  		t->tex_id=0;
  		t->data_size=0;
  		glGenTextures(1, &t->tex_id);
  		t->active=false;
  		if (t->render_target)
  			continue;
  		texture_allocate(tid,t->width,t->height,t->format,t->flags);
  		bool had_image=false;
  		for(int i=0;i<6;i++) {
  			if (!t->image[i].empty()) {
  				texture_set_data(tid,t->image[i],VS::CubeMapSide(i));
  				had_image=true;
  			}
  		}
  
  		if (!had_image && t->reloader) {
  			Object *rl = ObjectDB::get_instance(t->reloader);
  			if (rl)
  				rl->call(t->reloader_func,tid);
  		}
  	}
  	keep_copies=true;
  
  	List<RID> render_targets;
  	render_target_owner.get_owned_list(&render_targets);
  	for(List<RID>::Element *E=render_targets.front();E;E=E->next()) {
  		RenderTarget *rt = render_target_owner.get(E->get());
  
  		int w = rt->width;
  		int h = rt->height;
  		rt->width=0;
  		rt->height=0;
  		render_target_set_size(E->get(),w,h);
  	}
  
  
  	List<RID> meshes;
  	mesh_owner.get_owned_list(&meshes);
  	for(List<RID>::Element *E=meshes.front();E;E=E->next()) {
  
  		Mesh *mesh = mesh_owner.get(E->get());
  		Vector<Surface*> surfaces =mesh->surfaces;
  		mesh->surfaces.clear();
  		for(int i=0;i<surfaces.size();i++) {
  			mesh_add_surface(E->get(),surfaces[i]->primitive,surfaces[i]->data,surfaces[i]->morph_data,surfaces[i]->alpha_sort);
  			mesh_surface_set_material(E->get(),i,surfaces[i]->material);
  
  			if (surfaces[i]->array_local != 0) {
  				memfree(surfaces[i]->array_local);
  			};
  			if (surfaces[i]->index_array_local != 0) {
  				memfree(surfaces[i]->index_array_local);
  			};
  
  			memdelete( surfaces[i] );
  		}
  
  	}
  
  	List<RID> skeletons;
  	skeleton_owner.get_owned_list(&skeletons);
  	for(List<RID>::Element *E=skeletons.front();E;E=E->next()) {
  
  		Skeleton *sk = skeleton_owner.get(E->get());
  		if (!sk->tex_id)
  			continue; //does not use hw transform, leave alone
  
  		Vector<Skeleton::Bone> bones = sk->bones;
  		sk->bones.clear();
  		sk->tex_id=0;
  		sk->pixel_size=1.0;
  		skeleton_resize(E->get(),bones.size());
  		sk->bones=bones;
  	}
  
  	List<RID> multimeshes;
  	multimesh_owner.get_owned_list(&multimeshes);
  	for(List<RID>::Element *E=multimeshes.front();E;E=E->next()) {
  
  		MultiMesh *mm = multimesh_owner.get(E->get());
  		if (!mm->tex_id)
  			continue; //does not use hw transform, leave alone
  
  		Vector<MultiMesh::Element> elements = mm->elements;
  		mm->elements.clear();
  
  		mm->tw=1;
  		mm->th=1;
  		mm->tex_id=0;
  		mm->last_pass=0;
  		mm->visible = -1;
  
  		multimesh_set_instance_count(E->get(),elements.size());
  		mm->elements=elements;
  
  	}
  
  
  
  
  	if (framebuffer.fbo!=0) {
  
  		framebuffer.fbo=0;
  		framebuffer.depth=0;
  		framebuffer.color=0;
  
  		for(int i=0;i<3;i++) {
  			framebuffer.blur[i].fbo=0;
  			framebuffer.blur[i].color=0;
  		}
  
  		framebuffer.luminance.clear();
  
  	}
  
  	for(int i=0;i<near_shadow_buffers.size();i++) {
  		near_shadow_buffers[i].init(near_shadow_buffers[i].size,!use_rgba_shadowmaps);
  	}
  
  
  
  	canvas_shader.clear_caches();
  	material_shader.clear_caches();
  	blur_shader.clear_caches();
  	copy_shader.clear_caches();
  
  
  	List<RID> shaders;
  	shader_owner.get_owned_list(&shaders);
  	for(List<RID>::Element *E=shaders.front();E;E=E->next()) {
  
  		Shader *s = shader_owner.get(E->get());
  		s->custom_code_id=0;
  		s->version=1;
  		s->valid=false;
  		shader_set_mode(E->get(),s->mode);
  
  	}
  
  	List<RID> materials;
  	material_owner.get_owned_list(&materials);
  	for(List<RID>::Element *E=materials.front();E;E=E->next()) {
  
  
  		Material *m = material_owner.get(E->get());
  		RID shader = m->shader;
  		m->shader_version=0;
  		material_set_shader(E->get(),shader);
  
  	}
  
  
  
  }
  
  void RasterizerGLES2::set_use_framebuffers(bool p_use) {
  
  	use_framebuffers=p_use;
  }
  
  RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) {
  
  	keep_copies=p_keep_ram_copy;
  	use_reload_hooks=p_use_reload_hooks;
  	pack_arrays=p_compress_arrays;
  	p_default_fragment_lighting=false;
  	fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true);
  	read_depth_supported=true; //todo check for extension
  	use_shadow_pcf=GLOBAL_DEF("rasterizer/use_shadow_pcf",true);
  	use_shadow_mapping=true;
  	use_fast_texture_filter=GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true);
  	skel_default.resize(1024*4);
  	for(int i=0;i<1024/3;i++) {
  		float * ptr = skel_default.ptr();
  		ptr+=i*4*4;
  		ptr[0]=1.0;
  		ptr[1]=0.0;
  		ptr[2]=0.0;
  		ptr[3]=0.0;
  
  		ptr[4]=0.0;
  		ptr[5]=1.0;
  		ptr[6]=0.0;
  		ptr[7]=0.0;
  
  		ptr[8]=0.0;
  		ptr[9]=0.0;
  		ptr[10]=1.0;
  		ptr[12]=0.0;
  
  	}
  
  	base_framebuffer=0;
  	frame = 0;
  	draw_next_frame=false;
  	use_framebuffers=true;
  	framebuffer.active=false;
  };
  
  RasterizerGLES2::~RasterizerGLES2() {
  
  };
  
  
  #endif
  