text: /*************************************************************************/
  /*  rasterizer_iphone.cpp                                                */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2015 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 IPHONE_ENABLED
  
  #include "rasterizer_iphone.h"
  #include "os/os.h"
  #include "globals.h"
  #include <stdio.h>
  
  _FORCE_INLINE_ static void _gl_load_transform(const Transform& tr) {
  
  	GLfloat matrix[16]={ /* build a 16x16 matrix */
  		tr.basis.elements[0][0],
  		tr.basis.elements[1][0],
  		tr.basis.elements[2][0],
  		0,
  		tr.basis.elements[0][1],
  		tr.basis.elements[1][1],
  		tr.basis.elements[2][1],
  		0,
  		tr.basis.elements[0][2],
  		tr.basis.elements[1][2],
  		tr.basis.elements[2][2],
  		0,
  		tr.origin.x,
  		tr.origin.y,
  		tr.origin.z,
  		1
  	};
  
  	glLoadMatrixf(matrix);
  };
  
  _FORCE_INLINE_ static void _gl_mult_transform(const Transform& tr) {
  
  	GLfloat matrix[16]={ /* build a 16x16 matrix */
  		tr.basis.elements[0][0],
  		tr.basis.elements[1][0],
  		tr.basis.elements[2][0],
  		0,
  		tr.basis.elements[0][1],
  		tr.basis.elements[1][1],
  		tr.basis.elements[2][1],
  		0,
  		tr.basis.elements[0][2],
  		tr.basis.elements[1][2],
  		tr.basis.elements[2][2],
  		0,
  		tr.origin.x,
  		tr.origin.y,
  		tr.origin.z,
  		1
  	};
  
  	glMultMatrixf(matrix);
  };
  
  static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  
  static void _draw_primitive(int p_points, const float *p_vertices, const float *p_normals, const float* p_colors, const float *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1) {
  
  	ERR_FAIL_COND(!p_vertices);
  	ERR_FAIL_COND(p_points <1 || p_points>4);
  
  	GLenum type = prim_type[p_points - 1];
  
  
  	if (!p_colors) {
  		glColor4f(1, 1, 1, 1);
  	};
  
  	glEnableClientState(GL_VERTEX_ARRAY);
  	glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)p_vertices);
  
  	if (p_normals) {
  
  			glEnableClientState(GL_NORMAL_ARRAY);
  			glNormalPointer(GL_FLOAT, 0, (GLvoid*)p_normals);
  	};
  
  	if (p_colors) {
  			glEnableClientState(GL_COLOR_ARRAY);
  			glColorPointer(4,GL_FLOAT, 0, p_colors);
  	};
  
  	if (p_uvs) {
  
  			glClientActiveTexture(GL_TEXTURE0);
  			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  			glTexCoordPointer(2, GL_FLOAT, 0, p_uvs);
  	};
  
  	glDrawArrays( type, 0, p_points);
  
  	glDisableClientState(GL_VERTEX_ARRAY);
  	glDisableClientState(GL_NORMAL_ARRAY);
  	glDisableClientState(GL_COLOR_ARRAY);
  	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  };
  
  
  /* TEXTURE API */
  
  static Image _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) {
  
  	r_has_alpha_cache=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: {
  
  			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=4;
  			r_gl_format=GL_RGBA;
  			r_has_alpha_cache=true;
  		} break;
  
  		case Image::FORMAT_INDEXED: {
  
  			image.convert(Image::FORMAT_RGB);
  			r_gl_components=3;
  			r_gl_format=GL_RGB;
  
  		} break;
  
  		case Image::FORMAT_INDEXED_ALPHA: {
  
  			image.convert(Image::FORMAT_RGBA);
  			r_gl_components=4;
  			r_gl_format=GL_RGB;
  			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;
  		default: {
  
  			ERR_FAIL_V(Image());
  		}
  	}
  
  	return image;
  }
  
  RID RasterizerIPhone::texture_create() {
  
  	Texture *texture = memnew(Texture);
  	ERR_FAIL_COND_V(!texture,RID());
  	glGenTextures(1, &texture->tex_id);
  	texture->active=false;
  
  	return texture_owner.make_rid( texture );
  
  }
  
  void RasterizerIPhone::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;
  
  	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;
  	texture->target = GL_TEXTURE_2D;
  
  	_get_gl_image_and_format(Image(),texture->format,texture->flags,format,components,has_alpha_cache);
  
  	texture->gl_components_cache=components;
  	texture->gl_format_cache=format;
  	texture->format_has_alpha=has_alpha_cache;
  	texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds
  
  	glBindTexture(texture->target, texture->tex_id);
  
  	if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS) {
  		glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE );
  	}
  
  
  	if (texture->target==GL_TEXTURE_2D) {
  		glTexImage2D(texture->target, 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE,NULL);
  	}
  
  	/*
  	else {
  		//cubemappor
  		for (int i=0;i<6;i++)
  			glTexImage2D(_cube_side_enum[i], 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE,NULL);
  	}
  	*/
  
  	glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);	// Linear Filtering
  
  	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,GL_LINEAR_MIPMAP_LINEAR);
  		};
  	}
  
  
  
  	if (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 );
  	}
  
  	texture->active=true;
  }
  
  void RasterizerIPhone::texture_blit_rect(RID p_texture,int p_x,int p_y, 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->format != p_image.get_format() );
  
  	int components;
  	GLenum format;
  	bool alpha;
  
  	Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,components,alpha);
  
  	if (img.detect_alpha())
  		texture->has_alpha=true;
  
  	GLenum blit_target = GL_TEXTURE_2D; //(texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;
  
  	DVector<uint8_t>::Read read = img.get_data().read();
  
  	glBindTexture(texture->target, texture->tex_id);
  	glTexSubImage2D( blit_target, 0, p_x,p_y,img.get_width(),img.get_height(),format,GL_UNSIGNED_BYTE,read.ptr() );
  
  	//glGenerateMipmap( texture->target );
  }
  
  Image RasterizerIPhone::texture_get_rect(RID p_texture,int p_x,int p_y,int p_width, int p_height,VS::CubeMapSide p_cube_side) const {
  
  
  	return Image();
  }
  void RasterizerIPhone::texture_set_flags(RID p_texture,uint32_t p_flags) {
  
  	Texture *texture = texture_owner.get( p_texture );
  	ERR_FAIL_COND(!texture);
  
  	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
  
  	if (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,GL_LINEAR_MIPMAP_LINEAR);
  
  	} else {
  
  		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST);	// nearest
  	}
  }
  uint32_t RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::texture_get_height(RID p_texture) const {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture,0);
  
  	return texture->height;
  }
  
  bool RasterizerIPhone::texture_has_alpha(RID p_texture) const {
  
  	Texture * texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture,0);
  
  	return texture->has_alpha;
  
  }
  
  /* SHADER API */
  
  RID RasterizerIPhone::shader_create() {
  
  	return RID();
  }
  
  void RasterizerIPhone::shader_node_add(RID p_shader,VS::ShaderNodeType p_type,int p_id) {
  
  
  }
  void RasterizerIPhone::shader_node_remove(RID p_shader,int p_id) {
  
  
  }
  void RasterizerIPhone::shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type) {
  
  
  }
  void RasterizerIPhone::shader_node_set_param(RID p_shader, int p_id, const Variant& p_value) {
  
  
  }
  
  void RasterizerIPhone::shader_get_node_list(RID p_shader,List<int> *p_node_list) const {
  
  
  }
  VS::ShaderNodeType RasterizerIPhone::shader_node_get_type(RID p_shader,int p_id) const {
  
  
  	return VS::NODE_ADD;
  }
  Variant RasterizerIPhone::shader_node_get_param(RID p_shader,int p_id) const {
  
  	return Variant();
  }
  
  void RasterizerIPhone::shader_connect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
  
  
  }
  bool RasterizerIPhone::shader_is_connected(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const {
  
  	return false;
  }
  
  void RasterizerIPhone::shader_disconnect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
  
  
  }
  
  void RasterizerIPhone::shader_get_connections(RID p_shader,List<VS::ShaderConnection> *p_connections) const {
  
  
  }
  
  void RasterizerIPhone::shader_clear(RID p_shader) {
  
  
  }
  
  /* COMMON MATERIAL API */
  
  void RasterizerIPhone::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) {
  
  
  }
  Variant RasterizerIPhone::material_get_param(RID p_material, const StringName& p_param) const {
  
  	return Variant();
  }
  void RasterizerIPhone::material_get_param_list(RID p_material, List<String> *p_param_list) const {
  
  
  }
  
  void RasterizerIPhone::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) {
  
  
  }
  bool RasterizerIPhone::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const {
  
  	return false;
  }
  
  void RasterizerIPhone::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
  
  
  }
  VS::MaterialBlendMode RasterizerIPhone::material_get_blend_mode(RID p_material) const {
  
  	return VS::MATERIAL_BLEND_MODE_ADD;
  }
  
  void RasterizerIPhone::material_set_line_width(RID p_material,float p_line_width) {
  
  
  }
  float RasterizerIPhone::material_get_line_width(RID p_material) const {
  
  	return 0;
  }
  
  /* FIXED MATERIAL */
  
  RID RasterizerIPhone::material_create() {
  
  	return material_owner.make_rid( memnew( Material ) );
  }
  
  void RasterizerIPhone::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value) {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND(!m);
  	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
  
  	m->parameters[p_parameter] = p_value;
  }
  Variant RasterizerIPhone::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND_V(!m, Variant());
  	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
  
  	return m->parameters[p_parameter];
  }
  
  void RasterizerIPhone::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture) {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND(!m);
  	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
  
  	m->textures[p_parameter] = p_texture;
  }
  RID RasterizerIPhone::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND_V(!m, RID());
  	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
  
  	return m->textures[p_parameter];
  }
  
  void RasterizerIPhone::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND(!m);
  
  	m->detail_blend_mode = p_mode;
  }
  VS::MaterialBlendMode RasterizerIPhone::fixed_material_get_detail_blend_mode(RID p_material) const {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX);
  
  	return m->detail_blend_mode;
  }
  
  void RasterizerIPhone::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND(!m);
  	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
  
  	m->texcoord_mode[p_parameter] = p_mode;
  }
  VS::FixedMaterialTexCoordMode RasterizerIPhone::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXCOORD_TEXGEN);
  	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, VS::FIXED_MATERIAL_TEXCOORD_UV);
  
  	return m->texcoord_mode[p_parameter]; // for now
  }
  
  void RasterizerIPhone::fixed_material_set_texgen_mode(RID p_material,VS::FixedMaterialTexGenMode p_mode) {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND(!m);
  
  	m->texgen_mode = p_mode;
  };
  
  VS::FixedMaterialTexGenMode RasterizerIPhone::fixed_material_get_texgen_mode(RID p_material) const {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXGEN_SPHERE);
  
  	return m->texgen_mode;
  };
  
  
  void RasterizerIPhone::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND(!m);
  
  	m->uv_transform = p_transform;
  }
  Transform RasterizerIPhone::fixed_material_get_uv_transform(RID p_material) const {
  
  	Material *m=material_owner.get( p_material );
  	ERR_FAIL_COND_V(!m, Transform());
  
  	return m->uv_transform;
  }
  
  /* SHADER MATERIAL */
  
  RID RasterizerIPhone::shader_material_create() const {
  
  	return RID();
  }
  
  void RasterizerIPhone::shader_material_set_vertex_shader(RID p_material,RID p_shader,bool p_owned) {
  
  
  }
  RID RasterizerIPhone::shader_material_get_vertex_shader(RID p_material) const {
  
  	return RID();
  }
  
  void RasterizerIPhone::shader_material_set_fragment_shader(RID p_material,RID p_shader,bool p_owned) {
  
  
  }
  RID RasterizerIPhone::shader_material_get_fragment_shader(RID p_material) const {
  
  	return RID();
  }
  
  
  /* MESH API */
  
  RID RasterizerIPhone::mesh_create() {
  
  
  	return mesh_owner.make_rid( memnew( Mesh ) );
  }
  
  void RasterizerIPhone::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,uint32_t p_format,int p_array_len,int p_index_array_len) {
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND(!mesh);
  
  	ERR_FAIL_COND((p_format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
  	ERR_FAIL_COND( p_array_len<=0 );
  	ERR_FAIL_COND( p_index_array_len==0 );
  	ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
  
  	Surface *surface = memnew( Surface );
  	ERR_FAIL_COND( !surface );
  
  	int total_elem_size=0;
  
  	bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
  	if (p_format&VS::ARRAY_FORMAT_WEIGHTS) {
  
  		use_VBO=false;
  	}
  
  
  	for (int i=0;i<VS::ARRAY_MAX;i++) {
  
  
  		Surface::ArrayData&ad=surface->array[i];
  		ad.size=0;
  		ad.configured=false;
  		ad.ofs=0;
  		int elem_size=0;
  		int elem_count=0;
  
  		if (!(p_format&(1<<i))) // no array
  			continue;
  
  
  		switch(i) {
  
  			case VS::ARRAY_VERTEX:
  			case VS::ARRAY_NORMAL: {
  
  				elem_size=3*sizeof(GLfloat); // vertex
  				elem_count=3;
  			} break;
  			case VS::ARRAY_TANGENT: {
  				elem_size=4*sizeof(GLfloat); // vertex
  				elem_count=4;
  
  			} break;
  			case VS::ARRAY_COLOR: {
  
  				elem_size=4; /* RGBA */
  				elem_count=4;
  			} break;
  			case VS::ARRAY_TEX_UV: {
  				elem_size=2*sizeof(GLfloat);
  				elem_count=2;
  
  			} break;
  			case VS::ARRAY_WEIGHTS:
  			case VS::ARRAY_BONES: {
  
  				elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
  				elem_count=VS::ARRAY_WEIGHTS_SIZE;
  
  			} break;
  			case VS::ARRAY_INDEX: {
  
  				if (p_index_array_len<=0) {
  					ERR_PRINT("p_index_array_len==NO_INDEX_ARRAY");
  					break;
  				}
  				/* determine wether using 8 or 16 bits indices */
  				if (p_index_array_len>(1<<8)) {
  
  					elem_size=2;
  				} else {
  					elem_size=1;
  				}
  
  				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,p_index_array_len*elem_size,NULL,GL_STATIC_DRAW);
  					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  				} else {
  					surface->index_array_local = (uint8_t*)memalloc(p_index_array_len*elem_size);
  				};
  
  				surface->index_array_len=p_index_array_len; // only way it can exist
  				ad.ofs=0;
  				ad.size=elem_size;
  				ad.configured=false;
  				ad.components=1;
  
  				continue;
  			} break;
  			default: {
  				ERR_FAIL( );
  			}
  		}
  
  		ad.ofs=total_elem_size;
  		ad.size=elem_size;
  		ad.components=elem_count;
  		total_elem_size+=elem_size;
  		ad.configured=false;
  	}
  
  	surface->stride=total_elem_size;
  	surface->array_len=p_array_len;
  	surface->format=p_format;
  	surface->primitive=p_primitive;
  
  
  	/* bind the bigass 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,NULL,GL_STATIC_DRAW);
  		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  	} else {
  		surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride);
  	};
  
  	mesh->surfaces.push_back(surface);
  }
  
  Error RasterizerIPhone::mesh_surface_set_array(RID p_mesh, int p_surface,VS::ArrayType p_type,const Variant& p_array)  {
  
  	ERR_FAIL_INDEX_V(p_type, VS::ARRAY_MAX, ERR_INVALID_PARAMETER );
  
  	Mesh *mesh = mesh_owner.get( p_mesh );
  	ERR_FAIL_COND_V(!mesh,ERR_INVALID_PARAMETER);
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), ERR_INVALID_PARAMETER );
  	Surface *surface = mesh->surfaces[p_surface];
  	ERR_FAIL_COND_V( !surface, ERR_INVALID_PARAMETER );
  
  	ERR_FAIL_COND_V( surface->array[p_type].size==0, ERR_INVALID_PARAMETER );
  
  	Surface::ArrayData &a=surface->array[p_type];
  
  	switch(p_type) {
  
  		case VS::ARRAY_INDEX: {
  			ERR_FAIL_COND_V( surface->index_array_len<=0, ERR_INVALID_DATA );
  			ERR_FAIL_COND_V( p_array.get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );
  
  			DVector<int> indices = p_array;
  			ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
  			ERR_FAIL_COND_V( indices.size() != surface->index_array_len, ERR_INVALID_PARAMETER );
  
  			/* determine wether using 16 or 32 bits indices */
  
  			if (surface->index_array_local == 0) {
  				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  			};
  
  			DVector<int>::Read read = indices.read();
  			const int *src=read.ptr();
  
  			for (int i=0;i<surface->index_array_len;i++) {
  
  				if (surface->index_array_local) {
  
  					if (a.size<=(1<<8)) {
  						uint8_t v=src[i];
  
  						copymem(&surface->array_local[i*a.size], &v, a.size);
  					} else {
  						uint16_t v=src[i];
  
  						copymem(&surface->array_local[i*a.size], &v, a.size);
  					}
  
  				} else {
  					if (a.size<=(1<<8)) {
  						uint8_t v=src[i];
  
  						glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, i*a.size, a.size, &v );
  					} else {
  						uint16_t v=src[i];
  
  						glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, i*a.size, a.size, &v );
  
  					}
  				};
  			}
  			if (surface->index_array_local == 0) {
  				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  			};
  			a.configured=true;
  			return OK;
  		} break;
  		case VS::ARRAY_VERTEX:
  		case VS::ARRAY_NORMAL: {
  
  			ERR_FAIL_COND_V( p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
  
  
  			DVector<Vector3> array = p_array;
  			ERR_FAIL_COND_V( array.size() != surface->array_len, ERR_INVALID_PARAMETER );
  
  			if (surface->array_local == 0) {
  				glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  			};
  
  			DVector<Vector3>::Read read = array.read();
  			const Vector3* src=read.ptr();
  
  			// setting vertices means regenerating the AABB
  			if (p_type==VS::ARRAY_VERTEX)
  				surface->aabb=AABB();
  
  			for (int i=0;i<surface->array_len;i++) {
  
  
  				GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
  
  				if (surface->array_local == 0) {
  					glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , vector );
  				} else {
  					copymem(&surface->array_local[a.ofs+i*surface->stride], vector, a.size);
  				}
  
  				if (p_type==VS::ARRAY_VERTEX) {
  
  					if (i==0) {
  
  						surface->aabb=AABB(src[i],Vector3());
  					} else {
  
  						surface->aabb.expand_to( src[i] );
  					}
  				}
  			}
  
  			if (surface->array_local == 0) {
  				glBindBuffer(GL_ARRAY_BUFFER,0);
  			};
  
  		} break;
  		case VS::ARRAY_TANGENT: {
  
  			ERR_FAIL_COND_V( p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  
  			DVector<real_t> array = p_array;
  
  			ERR_FAIL_COND_V( array.size() != surface->array_len*4, ERR_INVALID_PARAMETER );
  
  			if (surface->array_local == 0) {
  				glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  			};
  
  
  			DVector<real_t>::Read read = array.read();
  			const real_t* src = read.ptr();
  
  			for (int i=0;i<surface->array_len;i++) {
  
  				GLfloat xyzw[4]={
  					src[i*4+0],
  					src[i*4+1],
  					src[i*4+2],
  					src[i*4+3]
  				};
  
  				if (surface->array_local == 0) {
  
  					glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , xyzw );
  				} else {
  
  					copymem(&surface->array_local[a.ofs+i*surface->stride], xyzw, a.size);
  				};
  
  			}
  
  			if (surface->array_local == 0) {
  				glBindBuffer(GL_ARRAY_BUFFER,0);
  			};
  		} break;
  		case VS::ARRAY_COLOR: {
  
  			ERR_FAIL_COND_V( p_array.get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );
  
  
  			DVector<Color> array = p_array;
  
  			ERR_FAIL_COND_V( array.size() != surface->array_len, ERR_INVALID_PARAMETER );
  
  			if (surface->array_local == 0)
  				glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  
  
  			DVector<Color>::Read read = array.read();
  			const Color* src = read.ptr();
  			surface->has_alpha_cache=false;
  
  			for (int i=0;i<surface->array_len;i++) {
  
  				if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters
  					surface->has_alpha_cache=true;
  				uint8_t colors[4]={ src[i].r * 255.0 , src[i].g * 255.0, src[i].b * 255.0, src[i].a * 255.0 };
  				// I'm not sure if this is correct, endianness-wise, i should re-check the GL spec
  
  				if (surface->array_local == 0)
  					glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , colors );
  				else
  					copymem(&surface->array_local[a.ofs+i*surface->stride], colors, a.size);
  
  			}
  
  			if (surface->array_local == 0)
  				glBindBuffer(GL_ARRAY_BUFFER,0);
  
  
  		} break;
  		case VS::ARRAY_TEX_UV: {
  
  			ERR_FAIL_COND_V( p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
  
  			DVector<Vector3> array = p_array;
  
  			ERR_FAIL_COND_V( array.size() != surface->array_len , ERR_INVALID_PARAMETER);
  
  			if (surface->array_local == 0)
  				glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  
  			DVector<Vector3>::Read read = array.read();
  
  			const Vector3 * src=read.ptr();
  
  			for (int i=0;i<surface->array_len;i++) {
  
  				GLfloat uv[2]={ src[i].x , src[i].y };
  
  				if (surface->array_local == 0)
  					glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , uv );
  				else
  					copymem(&surface->array_local[a.ofs+i*surface->stride], uv, a.size);
  
  			}
  
  			if (surface->array_local == 0)
  				glBindBuffer(GL_ARRAY_BUFFER,0);
  
  		} break;
  		case VS::ARRAY_BONES:
  		case VS::ARRAY_WEIGHTS: {
  
  
  			ERR_FAIL_COND_V( p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  
  			DVector<real_t> array = p_array;
  
  			ERR_FAIL_COND_V( array.size() != surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
  
  			if (surface->array_local == 0)
  				glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  
  			DVector<real_t>::Read read = array.read();
  
  			const real_t * src = read.ptr();
  
  			for (int i=0;i<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];
  
  				if (surface->array_local == 0)
  					glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , data );
  				else
  					copymem(&surface->array_local[a.ofs+i*surface->stride], data, a.size);
  
  
  			}
  
  			if (surface->array_local == 0)
  				glBindBuffer(GL_ARRAY_BUFFER,0);
  		} break;
  		default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);}
  	}
  
  	a.configured=true;
  
  	return OK;
  }
  Variant RasterizerIPhone::mesh_surface_get_array(RID p_mesh, int p_surface,VS::ArrayType p_type) const {
  
  	return Variant();
  }
  
  void RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::mesh_erase_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);
  
  	memdelete( mesh->surfaces[p_index] );
  	mesh->surfaces.remove(p_index);
  
  }
  int RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::multimesh_create() {
  
  	return RID();
  }
  
  void RasterizerIPhone::multimesh_set_instance_count(RID p_multimesh,int p_count) {
  
  
  }
  int RasterizerIPhone::multimesh_get_instance_count(RID p_multimesh) const {
  
  	return 0;
  }
  
  void RasterizerIPhone::multimesh_set_mesh(RID p_multimesh,RID p_mesh) {
  
  
  }
  void RasterizerIPhone::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) {
  
  
  }
  void RasterizerIPhone::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) {
  
  
  }
  void RasterizerIPhone::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) {
  
  
  }
  
  RID RasterizerIPhone::multimesh_get_mesh(RID p_multimesh) const {
  
  	return RID();
  }
  AABB RasterizerIPhone::multimesh_get_aabb(RID p_multimesh) const {
  
  	return AABB();
  }
  
  Transform RasterizerIPhone::multimesh_instance_get_transform(RID p_multimesh,int p_index) const {
  
  	return Transform();
  }
  Color RasterizerIPhone::multimesh_instance_get_color(RID p_multimesh,int p_index) const {
  
  	return Color();
  }
  
  /* POLY API */
  
  RID RasterizerIPhone::poly_create() {
  
  	return RID();
  }
  void RasterizerIPhone::poly_set_material(RID p_poly, RID p_material,bool p_owned) {
  
  
  }
  void RasterizerIPhone::poly_add_primitive(RID p_poly, const Vector<Vector3>& p_points,const Vector<Vector3>& p_normals,const Vector<Color>& p_colors,const Vector<Vector3>& p_uvs) {
  
  
  }
  void RasterizerIPhone::poly_clear(RID p_poly) {
  
  
  }
  
  AABB RasterizerIPhone::poly_get_aabb(RID p_poly) const {
  
  	return AABB();
  }
  
  
  /* PARTICLES API */
  
  RID RasterizerIPhone::particles_create() {
  
  	return RID();
  }
  
  void RasterizerIPhone::particles_set_amount(RID p_particles, int p_amount) {
  
  
  }
  int RasterizerIPhone::particles_get_amount(RID p_particles) const {
  
  	return 0;
  }
  
  void RasterizerIPhone::particles_set_emitting(RID p_particles, bool p_emitting) {
  
  
  }
  
  bool RasterizerIPhone::particles_is_emitting(RID p_particles) const {
  
  	return false;
  }
  
  void RasterizerIPhone::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) {
  
  
  }
  AABB RasterizerIPhone::particles_get_visibility_aabb(RID p_particles) const {
  
  	return AABB();
  }
  
  void RasterizerIPhone::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) {
  
  
  }
  Vector3 RasterizerIPhone::particles_get_emission_half_extents(RID p_particles) const {
  
  	return Vector3();
  }
  
  void RasterizerIPhone::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) {
  
  
  }
  Vector3 RasterizerIPhone::particles_get_gravity_normal(RID p_particles) const {
  
  	return Vector3();
  }
  
  void RasterizerIPhone::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) {
  
  
  }
  float RasterizerIPhone::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
  
  	return 0;
  }
  
  void RasterizerIPhone::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) {
  
  
  }
  float RasterizerIPhone::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
  
  	return 0;
  }
  
  void RasterizerIPhone::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
  
  
  }
  float RasterizerIPhone::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
  
  	return 0;
  }
  
  void RasterizerIPhone::particles_set_color_phases(RID p_particles, int p_phases) {
  
  
  }
  int RasterizerIPhone::particles_get_color_phases(RID p_particles) const {
  
  	return 0;
  }
  
  void RasterizerIPhone::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) {
  
  
  }
  Color RasterizerIPhone::particles_get_color_phase_color(RID p_particles, int p_phase) const {
  
  	return Color();
  }
  
  void RasterizerIPhone::particles_set_attractors(RID p_particles, int p_attractors) {
  
  
  }
  int RasterizerIPhone::particles_get_attractors(RID p_particles) const {
  
  	return 0;
  }
  
  void RasterizerIPhone::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) {
  
  
  }
  Vector3 RasterizerIPhone::particles_get_attractor_pos(RID p_particles,int p_attractor) const {
  
  	return Vector3();
  }
  
  void RasterizerIPhone::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
  
  
  }
  float RasterizerIPhone::particles_get_attractor_strength(RID p_particles,int p_attractor) const {
  
  	return 0;
  }
  
  void RasterizerIPhone::particles_set_material(RID p_particles, RID p_material,bool p_owned) {
  
  
  }
  
  RID RasterizerIPhone::particles_get_material(RID p_particles) const {
  
  	return RID();
  }
  
  AABB RasterizerIPhone::particles_get_aabb(RID p_particles) const {
  
  	return AABB();
  }
  /* BEAM API */
  
  RID RasterizerIPhone::beam_create() {
  
  	return RID();
  }
  
  void RasterizerIPhone::beam_set_point_count(RID p_beam, int p_count) {
  
  
  }
  int RasterizerIPhone::beam_get_point_count(RID p_beam) const {
  
  	return 0;
  }
  void RasterizerIPhone::beam_clear(RID p_beam) {
  
  
  }
  
  void RasterizerIPhone::beam_set_point(RID p_beam,int p_point,Vector3& p_pos) {
  
  
  }
  Vector3 RasterizerIPhone::beam_get_point(RID p_beam,int p_point) const {
  
  	return Vector3();
  }
  
  void RasterizerIPhone::beam_set_primitive(RID p_beam,VS::BeamPrimitive p_primitive) {
  
  
  }
  
  VS::BeamPrimitive RasterizerIPhone::beam_get_primitive(RID p_beam) const {
  
  	return VS::BEAM_CUBIC;
  }
  
  void RasterizerIPhone::beam_set_material(RID p_beam, RID p_material) {
  
  
  }
  RID RasterizerIPhone::beam_get_material(RID p_beam) const {
  
  	return RID();
  }
  
  AABB RasterizerIPhone::beam_get_aabb(RID p_particles) const {
  
  	return AABB();
  }
  /* SKELETON API */
  
  RID RasterizerIPhone::skeleton_create() {
  
  	Skeleton *skeleton = memnew( Skeleton );
  	ERR_FAIL_COND_V(!skeleton,RID());
  	return skeleton_owner.make_rid( skeleton );
  }
  void RasterizerIPhone::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;
  	};
  	ERR_FAIL_COND( p_bones<0 || p_bones>256);
  
  	skeleton->bones.resize(p_bones);
  
  }
  int RasterizerIPhone::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 RasterizerIPhone::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->bones[p_bone] = p_transform;
  }
  Transform RasterizerIPhone::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() );
  
  	// something
  	return skeleton->bones[p_bone];
  }
  
  
  /* LIGHT API */
  
  RID RasterizerIPhone::light_create(VS::LightType p_type) {
  
  	Light *light = memnew( Light );
  	light->type=p_type;
  	return light_owner.make_rid(light);
  }
  
  VS::LightType RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::light_get_projector(RID p_light) const {
  
  	Light *light = light_owner.get(p_light);
  	ERR_FAIL_COND_V(!light,RID());
  	return light->projector;
  }
  
  void RasterizerIPhone::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 RasterizerIPhone::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];
  }
  
  AABB RasterizerIPhone::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 RasterizerIPhone::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 RasterizerIPhone::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;
  
  }
  
  void RasterizerIPhone::light_instance_set_active_hint(RID p_light_instance) {
  
  	LightInstance *lighti = light_instance_owner.get( p_light_instance );
  	ERR_FAIL_COND(!lighti);
  	lighti->last_pass=frame;
  
  }
  bool RasterizerIPhone::light_instance_has_shadow(RID p_light_instance) const {
  
  	return false;
  }
  bool RasterizerIPhone::light_instance_assign_shadow(RID p_light_instance) {
  
  	return false;
  }
  Rasterizer::ShadowType RasterizerIPhone::light_instance_get_shadow_type(RID p_light_instance) const {
  
  	return Rasterizer::SHADOW_CUBE;
  }
  int RasterizerIPhone::light_instance_get_shadow_passes(RID p_light_instance) const {
  
  	return 0;
  }
  void RasterizerIPhone::light_instance_set_pssm_split_info(RID p_light_instance, int p_split, float p_near,float p_far, const CameraMatrix& p_camera, const Transform& p_transform) {
  
  
  }
  
  /* PARTICLES INSTANCE */
  
  RID RasterizerIPhone::particles_instance_create(RID p_particles) {
  
  	return RID();
  }
  void RasterizerIPhone::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) {
  
  
  }
  
  /* RENDER API */
  /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
  
  static GLfloat	rtri;				// Angle For The Triangle ( NEW )
  static GLfloat	rquad;				// Angle For The Quad ( NEW )
  
  void RasterizerIPhone::begin_frame() {
  
  	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++;
  	glClearColor(0,0,1,1);
  	glClear(GL_COLOR_BUFFER_BIT);
  
  	/* nehe ?*/
  
  	#if 0
  	glViewport(0,0,window_size.width,window_size.height);						// Reset The Current Viewport
  
  	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
  	glLoadIdentity();									// Reset The Projection Matrix
  
  	// Calculate The Aspect Ratio Of The Window
  	gluPerspective(45.0f,(GLfloat)window_size.width/(GLfloat)window_size.height,0.1f,100.0f);
  
  	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
  	glLoadIdentity();									// Reset The Modelview Matrix
  
  
  
  	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
  	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
  	glClearDepth(1.0f);									// Depth Buffer Setup
  	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
  	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
  	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
  
  	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
  	glLoadIdentity();									// Reset The Current Modelview Matrix
  	glTranslatef(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0
  	glRotatef(rtri,0.0f,1.0f,0.0f);						// Rotate The Triangle On The Y axis ( NEW )
  	glBegin(GL_TRIANGLES);								// Start Drawing A Triangle
  		glColor3f(1.0f,0.0f,0.0f);						// Red
  		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Front)
  		glColor3f(0.0f,1.0f,0.0f);						// Green
  		glVertex3f(-1.0f,-1.0f, 1.0f);					// Left Of Triangle (Front)
  		glColor3f(0.0f,0.0f,1.0f);						// Blue
  		glVertex3f( 1.0f,-1.0f, 1.0f);					// Right Of Triangle (Front)
  		glColor3f(1.0f,0.0f,0.0f);						// Red
  		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Right)
  		glColor3f(0.0f,0.0f,1.0f);						// Blue
  		glVertex3f( 1.0f,-1.0f, 1.0f);					// Left Of Triangle (Right)
  		glColor3f(0.0f,1.0f,0.0f);						// Green
  		glVertex3f( 1.0f,-1.0f, -1.0f);					// Right Of Triangle (Right)
  		glColor3f(1.0f,0.0f,0.0f);						// Red
  		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Back)
  		glColor3f(0.0f,1.0f,0.0f);						// Green
  		glVertex3f( 1.0f,-1.0f, -1.0f);					// Left Of Triangle (Back)
  		glColor3f(0.0f,0.0f,1.0f);						// Blue
  		glVertex3f(-1.0f,-1.0f, -1.0f);					// Right Of Triangle (Back)
  		glColor3f(1.0f,0.0f,0.0f);						// Red
  		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Left)
  		glColor3f(0.0f,0.0f,1.0f);						// Blue
  		glVertex3f(-1.0f,-1.0f,-1.0f);					// Left Of Triangle (Left)
  		glColor3f(0.0f,1.0f,0.0f);						// Green
  		glVertex3f(-1.0f,-1.0f, 1.0f);					// Right Of Triangle (Left)
  	glEnd();											// Done Drawing The Pyramid
  
  	glLoadIdentity();									// Reset The Current Modelview Matrix
  	glTranslatef(1.5f,0.0f,-7.0f);						// Move Right 1.5 Units And Into The Screen 7.0
  	glRotatef(rquad,1.0f,1.0f,1.0f);					// Rotate The Quad On The X axis ( NEW )
  	glBegin(GL_QUADS);									// Draw A Quad
  		glColor3f(0.0f,1.0f,0.0f);						// Set The Color To Green
  		glVertex3f( 1.0f, 1.0f,-1.0f);					// Top Right Of The Quad (Top)
  		glVertex3f(-1.0f, 1.0f,-1.0f);					// Top Left Of The Quad (Top)
  		glVertex3f(-1.0f, 1.0f, 1.0f);					// Bottom Left Of The Quad (Top)
  		glVertex3f( 1.0f, 1.0f, 1.0f);					// Bottom Right Of The Quad (Top)
  		glColor3f(1.0f,0.5f,0.0f);						// Set The Color To Orange
  		glVertex3f( 1.0f,-1.0f, 1.0f);					// Top Right Of The Quad (Bottom)
  		glVertex3f(-1.0f,-1.0f, 1.0f);					// Top Left Of The Quad (Bottom)
  		glVertex3f(-1.0f,-1.0f,-1.0f);					// Bottom Left Of The Quad (Bottom)
  		glVertex3f( 1.0f,-1.0f,-1.0f);					// Bottom Right Of The Quad (Bottom)
  		glColor3f(1.0f,0.0f,0.0f);						// Set The Color To Red
  		glVertex3f( 1.0f, 1.0f, 1.0f);					// Top Right Of The Quad (Front)
  		glVertex3f(-1.0f, 1.0f, 1.0f);					// Top Left Of The Quad (Front)
  		glVertex3f(-1.0f,-1.0f, 1.0f);					// Bottom Left Of The Quad (Front)
  		glVertex3f( 1.0f,-1.0f, 1.0f);					// Bottom Right Of The Quad (Front)
  		glColor3f(1.0f,1.0f,0.0f);						// Set The Color To Yellow
  		glVertex3f( 1.0f,-1.0f,-1.0f);					// Top Right Of The Quad (Back)
  		glVertex3f(-1.0f,-1.0f,-1.0f);					// Top Left Of The Quad (Back)
  		glVertex3f(-1.0f, 1.0f,-1.0f);					// Bottom Left Of The Quad (Back)
  		glVertex3f( 1.0f, 1.0f,-1.0f);					// Bottom Right Of The Quad (Back)
  		glColor3f(0.0f,0.0f,1.0f);						// Set The Color To Blue
  		glVertex3f(-1.0f, 1.0f, 1.0f);					// Top Right Of The Quad (Left)
  		glVertex3f(-1.0f, 1.0f,-1.0f);					// Top Left Of The Quad (Left)
  		glVertex3f(-1.0f,-1.0f,-1.0f);					// Bottom Left Of The Quad (Left)
  		glVertex3f(-1.0f,-1.0f, 1.0f);					// Bottom Right Of The Quad (Left)
  		glColor3f(1.0f,0.0f,1.0f);						// Set The Color To Violet
  		glVertex3f( 1.0f, 1.0f,-1.0f);					// Top Right Of The Quad (Right)
  		glVertex3f( 1.0f, 1.0f, 1.0f);					// Top Left Of The Quad (Right)
  		glVertex3f( 1.0f,-1.0f, 1.0f);					// Bottom Left Of The Quad (Right)
  		glVertex3f( 1.0f,-1.0f,-1.0f);					// Bottom Right Of The Quad (Right)
  	glEnd();											// Done Drawing The Quad
  
  	rtri+=0.2f;											// Increase The Rotation Variable For The Triangle ( NEW )
  	rquad-=0.15f;										// Decrease The Rotation Variable For The Quad ( NEW )
  
  	#endif
  
  }
  
  void RasterizerIPhone::set_viewport(const VS::ViewportRect& p_viewport) {
  
  
  	viewport=p_viewport;
  	canvas_transform=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 ) );
  
  	glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  }
  
  void RasterizerIPhone::begin_scene(RID p_fx,VS::ScenarioDebugMode p_debug) {
  
  	opaque_render_list.clear();
  	alpha_render_list.clear();
  	light_instance_count=0;
  	scene_fx = p_fx.is_valid() ? fx_owner.get(p_fx) : NULL;
  };
  
  void RasterizerIPhone::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) {
  
  
  }
  
  void RasterizerIPhone::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 RasterizerIPhone::add_light( RID p_light_instance ) {
  
  #define LIGHT_FADE_TRESHOLD 0.05
  
  	ERR_FAIL_COND( light_instance_count >= MAX_LIGHTS );
  
  	LightInstance *li = light_instance_owner.get(p_light_instance);
  	ERR_FAIL_COND(!li);
  
  	/* make light hash */
  
  	// actually, not really a hash, but helps to sort the lights
  	// and avoid recompiling redudant shader versions
  
  	li->hash_aux=li->base->type;
  
  	if (li->base->shadow_enabled)
  		li->hash_aux|=(1<<3);
  
  	 if (li->base->projector.is_valid())
  		li->hash_aux|=(1<<4);
  
  	 if (li->base->shadow_enabled && li->base->volumetric_enabled)
  		li->hash_aux|=(1<<5);
  
  	 switch(li->base->type) {
  
  		case VisualServer::LIGHT_DIRECTIONAL: {
  
  			Vector3 dir = li->transform.basis.get_axis(2);
  			li->light_vector.x=dir.x;
  			li->light_vector.y=dir.y;
  			li->light_vector.z=dir.z;
  
  		} break;
  		case VisualServer::LIGHT_OMNI: {
  
  			  float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
  			  if (radius==0)
  				  radius=0.0001;
  			  li->linear_att=(1/LIGHT_FADE_TRESHOLD)/radius;
  			  li->light_vector.x=li->transform.origin.x;
  			  li->light_vector.y=li->transform.origin.y;
  			  li->light_vector.z=li->transform.origin.z;
  
  		} break;
  		case VisualServer::LIGHT_SPOT: {
  
  			float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
  			if (radius==0)
  				radius=0.0001;
  			li->linear_att=(1/LIGHT_FADE_TRESHOLD)/radius;
  			li->light_vector.x=li->transform.origin.x;
  			li->light_vector.y=li->transform.origin.y;
  			li->light_vector.z=li->transform.origin.z;
  			Vector3 dir = -li->transform.basis.get_axis(2);
  			li->spot_vector.x=dir.x;
  			li->spot_vector.y=dir.y;
  			li->spot_vector.z=dir.z;
  
  		} break;
  	 }
  
  	light_instances[light_instance_count++]=li;
  }
  
  void RasterizerIPhone::_add_geometry( const Geometry* p_geometry, const Transform& p_world, uint32_t p_vertex_format, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides,const Skeleton* p_skeleton, GeometryOwner *p_owner) {
  
  	Material *m=NULL;
  
  	 if (p_geometry->material.is_valid())
  		m=material_owner.get( p_geometry->material );
  
  	 if (!m) {
  		m=material_owner.get( default_material );
  	 }
  
  	ERR_FAIL_COND(!m);
  
  	LightInstance *lights[RenderList::MAX_LIGHTS];
  	int light_count=0;
  
  	RenderList *render_list=&opaque_render_list;
  	if (p_geometry->has_alpha || m->detail_blend_mode!=VS::MATERIAL_BLEND_MODE_MIX) {
  		render_list = &alpha_render_list;
  	};
  
  	if (!m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
  
  		light_count=p_light_count;
  		for(int i=0;i<light_count;i++) {
  			lights[i]=light_instance_owner.get( p_light_instances[i] );
  		}
  	}
  
  	render_list->add_element( p_geometry, m, p_world, lights, light_count, p_material_overrides,p_skeleton, camera_plane.distance(p_world.origin), p_owner );
  }
  
  void RasterizerIPhone::add_mesh( RID p_mesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides, RID p_skeleton) {
  
  	Mesh *mesh = mesh_owner.get(p_mesh);
  
  	int ssize = mesh->surfaces.size();
  
  	for (int i=0;i<ssize;i++) {
  
  		Surface *s = mesh->surfaces[i];
  		Skeleton *sk = p_skeleton.is_valid()?skeleton_owner.get(p_skeleton):NULL;
  
  		_add_geometry(s,*p_world,s->format,p_light_instances,p_light_count,p_material_overrides,sk,NULL);
  	}
  
  	mesh->last_pass=frame;
  }
  
  void RasterizerIPhone::add_multimesh( RID p_multimesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {
  
  
  }
  
  void RasterizerIPhone::add_poly( RID p_poly, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {
  
  	Poly *p = poly_owner.get(p_poly);
  	if (!p->primitives.empty()) {
  		const Poly::Primitive *pp = &p->primitives[0];
  
  		uint32_t format=VisualServer::ARRAY_FORMAT_VERTEX;
  
  		if (!pp->normals.empty())
  			format|=VisualServer::ARRAY_FORMAT_NORMAL;
  		if (!pp->colors.empty())
  			format|=VisualServer::ARRAY_FORMAT_COLOR;
  		if (!pp->uvs.empty())
  			format|=VisualServer::ARRAY_TEX_UV;
  
  		_add_geometry(p,*p_world,format,p_light_instances,p_light_count,p_material_overrides,NULL, NULL);
  	}
  }
  
  void RasterizerIPhone::add_beam( RID p_beam, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {
  
  
  }
  
  void RasterizerIPhone::add_particles( RID p_particle_instance, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {
  
  
  }
  
  void RasterizerIPhone::_setup_material(const Geometry *p_geometry,const Material *p_material) {
  
  	if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED])
  		glDisable(GL_CULL_FACE);
  	else {
  		glEnable(GL_CULL_FACE);
  		glCullFace( (p_material->flags[VS::MATERIAL_FLAG_INVERT_FACES])?GL_FRONT:GL_BACK);
  	}
  
  	glEnable(GL_COLOR_MATERIAL); /* unused, unless color array */
  	//glColorMaterial( GL_FRONT_AND_BACK, GL_DIFFUSE );
  	glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
  
  
  	///ambient @TODO offer global ambient group option
  	float ambient_rgba[4]={
  		1,
  		1,
  		1,
  		1.0
  	};
  	glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,ambient_rgba);
  
  	///diffuse
  	const Color &diffuse_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE];
  	float diffuse_rgba[4]={
  		(float)diffuse_color.r,
  		 (float)diffuse_color.g,
  		  (float)diffuse_color.b,
  		   (float)diffuse_color.a
  	};
  
  	glColor4f( diffuse_rgba[0],diffuse_rgba[1],diffuse_rgba[2],diffuse_rgba[3]);
  
  	glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,diffuse_rgba);
  
  	//specular
  
  	const Color &specular_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR];
  	float specular_rgba[4]={
  		(float)specular_color.r,
  		(float)specular_color.g,
  		(float)specular_color.b,
  		1.0
  	};
  
  	glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,specular_rgba);
  
  	const Color &emission_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_EMISSION];
  	float emission_rgba[4]={
  		(float)emission_color.r,
  		(float)emission_color.g,
  		(float)emission_color.b,
  		1.0
  	};
  
  	glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,emission_rgba);
  
  	glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]);
  
  	if (p_material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
  		glDisable(GL_LIGHTING);
  	} else {
  		glEnable(GL_LIGHTING);
  		glDisable(GL_LIGHTING);
  	}
  
  	//depth test?
  	/*
  	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->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]) {
  
  		Texture *texture = texture_owner.get( p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE] );
  		ERR_FAIL_COND(!texture);
  		glActiveTexture(GL_TEXTURE0);
  		glEnable(GL_TEXTURE_2D);
  		glBindTexture( GL_TEXTURE_2D,texture->tex_id );
  	};
  };
  
  void RasterizerIPhone::_setup_light(LightInstance* p_instance, int p_idx) {
  
  	Light* ld = p_instance->base;
  
  	int glid = GL_LIGHT0 + p_idx;
  	glLightfv(glid , GL_AMBIENT, ld->colors[VS::LIGHT_COLOR_AMBIENT].components );
  	glLightfv(glid, GL_DIFFUSE, ld->colors[VS::LIGHT_COLOR_DIFFUSE].components );
  	glLightfv(glid, GL_SPECULAR, ld->colors[VS::LIGHT_COLOR_SPECULAR].components );
  
  
  
  	switch(ld->type) {
  
  		case VS::LIGHT_DIRECTIONAL: {
  			/* This doesnt have attenuation */
  
  			glMatrixMode(GL_MODELVIEW);
  			glPushMatrix();
  			glLoadIdentity();
  			Vector3 v(0.0,0.0,-1.0); // directional lights point up by default
  			v = p_instance->transform.get_basis().xform( v );
  			v = camera_transform_inverse.get_basis().xform( v );
  			v.normalize(); // this sucks, so it will be optimized at some point
  			v = -v;
  			float lightpos[4]={v.x,v.y,v.z,0.0};
  
  			glLightfv(glid,GL_POSITION,lightpos); //at modelview
  
  			glPopMatrix();
  
  		} break;
  		case VS::LIGHT_OMNI: {
  
  			glLightf(glid,GL_SPOT_CUTOFF,180.0);
  			glLightf(glid,GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
  			glLightf(glid,GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
  			glLightf(glid,GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?
  
  			glMatrixMode(GL_MODELVIEW);
  			glPushMatrix();
  			glLoadIdentity();
  			Vector3 pos = p_instance->transform.get_origin();
  			pos = camera_transform_inverse.xform(pos);
  			float lightpos[4]={pos.x,pos.y,pos.z,1.0};
  			glLightfv(glid,GL_POSITION,lightpos); //at modelview
  
  			glPopMatrix();
  
  		} break;
  		case VS::LIGHT_SPOT: {
  
  			glLightf(glid,GL_SPOT_CUTOFF, ld->vars[VS::LIGHT_PARAM_SPOT_ANGLE]);
  			glLightf(glid,GL_SPOT_EXPONENT, ld->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]);
  			glLightf(glid,GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
  			glLightf(glid,GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
  			glLightf(glid,GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?
  
  
  			glMatrixMode(GL_MODELVIEW);
  			glPushMatrix();
  			glLoadIdentity();
  
  			Vector3 v(0.0,0.0,-1.0); // directional lights point up by default
  			v = p_instance->transform.get_basis().xform( v );
  			v = camera_transform_inverse.get_basis().xform( v );
  			v.normalize(); // this sucks, so it will be optimized at some point
  			float lightdir[4]={v.x, v.y, v.z, 1.0};
  			glLightfv(glid,GL_SPOT_DIRECTION,lightdir); //at modelview
  
  			v = p_instance->transform.get_origin();
  			v = camera_transform_inverse.xform(v);
  			float lightpos[4]={v.x,v.y,v.z,1.0};
  			glLightfv(glid,GL_POSITION,lightpos); //at modelview
  
  
  			glPopMatrix();
  			
  
  		} break;
  		default: break;
  	}
  };
  
  void RasterizerIPhone::_setup_lights(LightInstance **p_lights,int p_light_count) {
  
  	for (int i=0; i<MAX_LIGHTS; i++) {
  
  		if (i<p_light_count) {
  			glEnable(GL_LIGHT0 + i);
  			_setup_light(p_lights[i], i);
  		} else {
  			glDisable(GL_LIGHT0 + i);
  		}
  	}
  }
  
  static const int gl_client_states[] = {
  
  	GL_VERTEX_ARRAY,
  	GL_NORMAL_ARRAY,
  	-1, // ARRAY_TANGENT
  	GL_COLOR_ARRAY,
  	GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV
  	GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV2
  	-1, // ARRAY_BONES
  	-1, // ARRAY_WEIGHTS
  	-1, // ARRAY_INDEX
  };
  
  void RasterizerIPhone::_setup_geometry(const Geometry *p_geometry, const Material* p_material) {
  
  
  	switch(p_geometry->type) {
  
  		case Geometry::GEOMETRY_SURFACE: {
  
  			Surface *surf = (Surface*)p_geometry;
  			uint8_t *base=0;
  			bool use_VBO = (surf->array_local==0);
  
  			if (!use_VBO) {
  
  				base = surf->array_local;
  				glBindBuffer(GL_ARRAY_BUFFER, 0);
  
  			} else {
  
  				glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
  			};
  
  			const Surface::ArrayData* a=surf->array;
  			for (int i=0;i<VS::ARRAY_MAX;i++) {
  
  				const Surface::ArrayData& ad=surf->array[i];
  				if (ad.size==0) {
  					if (gl_client_states[i] != -1) {
  						glDisableClientState(gl_client_states[i]);
  					};
  					continue; // this one is disabled.
  				}
  				ERR_CONTINUE( !ad.configured );
  
  				if (gl_client_states[i] != -1) {
  					glEnableClientState(gl_client_states[i]);
  				};
  
  				switch (i) {
  
  				case VS::ARRAY_VERTEX:
  					if (!use_VBO)
  						glVertexPointer(3,GL_FLOAT,surf->stride,(GLvoid*)&base[a->ofs]);
  					else
  						if (surf->array[VS::ARRAY_BONES].size)
  							glVertexPointer(3, GL_FLOAT, 0, skinned_buffer);
  						else
  							glVertexPointer(3,GL_FLOAT,surf->stride,(GLvoid*)a->ofs);
  					break;
  
  				case VS::ARRAY_NORMAL:
  					if (use_VBO)
  						glNormalPointer(GL_FLOAT,surf->stride,(GLvoid*)a->ofs);
  					else
  						glNormalPointer(GL_FLOAT,surf->stride,(GLvoid*)&base[a->ofs]);
  					break;
  				case VS::ARRAY_TANGENT:
  					break;
  				case VS::ARRAY_COLOR:
  					if (use_VBO)
  						glColorPointer(4,GL_UNSIGNED_BYTE,surf->stride,(GLvoid*)a->ofs);
  					else
  						glColorPointer(4,GL_UNSIGNED_BYTE,surf->stride,(GLvoid*)&base[a->ofs]);
  					break;
  				case VS::ARRAY_TEX_UV:
  				case VS::ARRAY_TEX_UV2:
  					if (use_VBO)
  						glTexCoordPointer(2,GL_FLOAT,surf->stride,(GLvoid*)a->ofs);
  					else
  						glTexCoordPointer(2,GL_FLOAT,surf->stride,&base[a->ofs]);
  					break;
  				case VS::ARRAY_BONES:
  				case VS::ARRAY_WEIGHTS:
  				case VS::ARRAY_INDEX:
  					break;
  				};
  			}
  
  
  			// process skeleton here
  
  		} break;
  
  		default: break;
  
  	};
  };
  
  static const GLenum gl_primitive[]={
  	GL_POINTS,
  	GL_LINES,
  	GL_LINE_STRIP,
  	GL_LINE_LOOP,
  	GL_TRIANGLES,
  	GL_TRIANGLE_STRIP,
  	GL_TRIANGLE_FAN
  };
  
  void RasterizerIPhone::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton) {
  
  
  	switch(p_geometry->type) {
  
  		case Geometry::GEOMETRY_SURFACE: {
  
  
  			Surface *s = (Surface*)p_geometry;
  
  			if (s->index_array_len>0) {
  
  				if (s->index_array_local) {
  
  					glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->index_array_len>(1<<8))?GL_UNSIGNED_SHORT:GL_UNSIGNED_BYTE, s->index_array_local);
  
  				} else {
  
  					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  					glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->index_array_len>(1<<8))?GL_UNSIGNED_SHORT:GL_UNSIGNED_BYTE,0);
  				}
  
  
  			} else {
  
  				glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  
  			};
  		} break;
  
  		 default: break;
  	};
  };
  
  void RasterizerIPhone::_render_list_forward(RenderList *p_render_list) {
  
  	const Material *prev_material=NULL;
  	uint64_t prev_light_hash=0;
  	const Skeleton *prev_skeleton=NULL;
  	const Geometry *prev_geometry=NULL;
  	const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL
  
  	Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
  
  	glMatrixMode(GL_PROJECTION);
  	glLoadMatrixf(&camera_projection.matrix[0][0]);
  
  	for (int i=0;i<p_render_list->element_count;i++) {
  
  		RenderList::Element *e = p_render_list->elements[i];
  		const Material *material = e->material;
  		uint64_t light_hash = e->light_hash;
  		const Skeleton *skeleton = e->skeleton;
  		const Geometry *geometry = e->geometry;
  		const ParamOverrideMap* material_overrides=e->material_overrides;
  
  		if (material!=prev_material || geometry->type!=prev_geometry_type) {
  			_setup_material(e->geometry,material);
  			//_setup_material_overrides(e->material,NULL,material_overrides);
  			//_setup_material_skeleton(material,skeleton);
  		} else {
  
  			if (material_overrides != prev_overrides) {
  
  				//_setup_material_overrides(e->material,prev_overrides,material_overrides);
  			}
  
  			if (prev_skeleton!=skeleton) {
  				//_setup_material_skeleton(material,skeleton);
  			};
  		}
  
  		if (geometry!=prev_geometry || geometry->type!=prev_geometry_type) {
  
  			_setup_geometry(geometry, material);
  		};
  
  		if (i==0 || light_hash!=prev_light_hash)
  			_setup_lights(e->lights,e->light_count);
  
  		glMatrixMode(GL_MODELVIEW);
  		_gl_load_transform(camera_transform_inverse);
  		_gl_mult_transform(e->transform);
  
  		_render(geometry, material, skeleton);
  
  		prev_material=material;
  		prev_skeleton=skeleton;
  		prev_geometry=geometry;
  		prev_light_hash=e->light_hash;
  		prev_geometry_type=geometry->type;
  		prev_overrides=material_overrides;
  	}
  };
  
  void RasterizerIPhone::end_scene() {
  
  	glEnable(GL_BLEND);
  	glDepthMask(GL_FALSE);
  
  	opaque_render_list.sort_mat_light();
  	_render_list_forward(&opaque_render_list);
  
  	glDisable(GL_BLEND);
  	glDepthMask(GL_TRUE);
  
  	alpha_render_list.sort_z();
  	_render_list_forward(&alpha_render_list);
  
  
  }
  void RasterizerIPhone::end_shadow_map() {
  
  
  }
  
  void RasterizerIPhone::end_frame() {
  
  	//ContextGL::get_singleton()->swap_buffers();
  }
  
  /* CANVAS API */
  
  void RasterizerIPhone::canvas_begin() {
  
  	glDisable(GL_CULL_FACE);
  	glDisable(GL_DEPTH_TEST);
  	glEnable(GL_BLEND);
  	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  	glLineWidth(1.0);
  	glDisable(GL_LIGHTING);
  
  	glMatrixMode(GL_PROJECTION);
  	glLoadIdentity();
  }
  void RasterizerIPhone::canvas_set_transparency(float p_transparency) {
  
  
  }
  
  void RasterizerIPhone::canvas_set_rect(const Rect2& p_rect, bool p_clip) {
  
  	glMatrixMode(GL_MODELVIEW);
  	glLoadIdentity();
  	glScalef(2.0 / window_size.x, -2.0 / window_size.y, 0);
  	glTranslatef((-(window_size.x / 2.0)) + p_rect.pos.x, (-(window_size.y / 2.0)) + p_rect.pos.y, 0);
  
  	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 RasterizerIPhone::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) {
  
  	glColor4f(1, 1, 1, 1);
  
  	float verts[6]={
  		p_from.x,p_from.y,0,
  		p_to.x,p_to.y,0
  	};
  
  	float colors[]={
  		p_color.r, p_color.g, p_color.b, p_color.a,
  		p_color.r, p_color.g, p_color.b, p_color.a,
  	};
  	glLineWidth(p_width);
  	_draw_primitive(2,verts,0,colors,0);
  }
  
  static void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size ) {
  
  	float texcoords[]= {
  		p_src_region.pos.x/p_tex_size.width,
  		p_src_region.pos.y/p_tex_size.height,
  
  		(p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
  		p_src_region.pos.y/p_tex_size.height,
  
  		(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,
  
  		p_src_region.pos.x/p_tex_size.width,
  		(p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height,
  	};
  
  	float coords[]= {
  		p_rect.pos.x, p_rect.pos.y, 0,
  		p_rect.pos.x+p_rect.size.width, p_rect.pos.y, 0,
  		p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height, 0,
  		p_rect.pos.x,p_rect.pos.y+p_rect.size.height, 0
  	};
  
  	_draw_primitive(4,coords,0,0,texcoords);
  }
  
  static void _draw_quad(const Rect2& p_rect) {
  
  	float coords[]= {
  		p_rect.pos.x,p_rect.pos.y, 0,
  		p_rect.pos.x+p_rect.size.width,p_rect.pos.y, 0,
  		p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height, 0,
  		p_rect.pos.x,p_rect.pos.y+p_rect.size.height, 0
  	};
  
  	_draw_primitive(4,coords,0,0,0);
  
  }
  
  void RasterizerIPhone::canvas_draw_rect(const Rect2& p_rect, bool p_region, const Rect2& p_source,bool p_tile,RID p_texture,const Color& p_modulate) {
  
  	glColor4f(p_modulate.r, p_modulate.g, p_modulate.b, p_modulate.a);
  
  	if ( p_texture.is_valid() ) {
  
  		glEnable(GL_TEXTURE_2D);
  		Texture *texture = texture_owner.get( p_texture );
  		ERR_FAIL_COND(!texture);
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture( GL_TEXTURE_2D,texture->tex_id );
  
  		if (!p_region) {
  
  			Rect2 region = Rect2(0,0,texture->width,texture->height);
  			_draw_textured_quad(p_rect,region,region.size);
  
  		} else {
  
  			_draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height) );
  
  		}
  	} else {
  
  		_draw_quad( p_rect );
  
  	}
  
  
  }
  void RasterizerIPhone::canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margin, bool p_draw_center) {
  
  	glColor4f(1, 1, 1, 1);
  
  	Texture *texture = texture_owner.get( p_texture );
  	ERR_FAIL_COND(!texture);
  
  	glEnable(GL_TEXTURE_2D);
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture( GL_TEXTURE_2D,texture->tex_id );
  
  
  	/* 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 ));
  	}
  
  }
  void RasterizerIPhone::canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture) {
  
  	ERR_FAIL_COND(p_points.size()<1);
  	float verts[12];
  	float uvs[8];
  	float colors[16];
  
  	glColor4f(1, 1, 1, 1);
  
  	int idx = 0;
  	for(int i=0;i<p_points.size();i++) {
  
  		verts[idx++]=p_points[i].x;
  		verts[idx++]=p_points[i].y;
  		verts[idx++]=0;
  	}
  
  	idx = 0;
  	for(int i=0;i<p_uvs.size();i++) {
  
  		uvs[idx++] = p_uvs[i].x;
  		uvs[idx++] = p_uvs[i].y;
  	}
  
  	idx = 0;
  	for (int i=0; i<p_colors.size(); i++) {
  
  		colors[idx++] = p_colors[i].r;
  		colors[idx++] = p_colors[i].g;
  		colors[idx++] = p_colors[i].b;
  		colors[idx++] = p_colors[i].a;
  	};
  
  	if (p_texture.is_valid()) {
  		glEnable(GL_TEXTURE_2D);
  		Texture *texture = texture_owner.get( p_texture );
  		if (texture) {
  			glActiveTexture(GL_TEXTURE0);
  			glBindTexture( GL_TEXTURE_2D,texture->tex_id );
  		}
  	}
  
  	_draw_primitive(p_points.size(),&verts[0],NULL,p_colors.size()?&colors[0]:NULL,p_uvs.size()?uvs:NULL);
  
  }
  
  /* FX */
  
  RID RasterizerIPhone::fx_create() {
  
  	return RID();
  }
  void RasterizerIPhone::fx_get_effects(RID p_fx,List<String> *p_effects) const {
  
  
  }
  void RasterizerIPhone::fx_set_active(RID p_fx,const String& p_effect, bool p_active) {
  
  
  }
  bool RasterizerIPhone::fx_is_active(RID p_fx,const String& p_effect) const {
  
  	return false;
  }
  void RasterizerIPhone::fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const {
  
  
  }
  Variant RasterizerIPhone::fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const {
  
  	return Variant();
  }
  void RasterizerIPhone::fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue) {
  
  
  }
  
  /*MISC*/
  
  bool RasterizerIPhone::is_texture(const RID& p_rid) const {
  
  	return texture_owner.owns(p_rid);
  }
  bool RasterizerIPhone::is_material(const RID& p_rid) const {
  
  	return material_owner.owns(p_rid);
  }
  bool RasterizerIPhone::is_mesh(const RID& p_rid) const {
  
  	return mesh_owner.owns(p_rid);
  }
  bool RasterizerIPhone::is_multimesh(const RID& p_rid) const {
  
  	return false;
  }
  bool RasterizerIPhone::is_poly(const RID& p_rid) const {
  
  	return poly_owner.owns(p_rid);
  }
  bool RasterizerIPhone::is_particles(const RID &p_beam) const {
  
  	return false;
  }
  
  bool RasterizerIPhone::is_beam(const RID &p_beam) const {
  
  	return false;
  }
  
  bool RasterizerIPhone::is_light(const RID& p_rid) const {
  
  	return light_owner.owns(p_rid);
  }
  bool RasterizerIPhone::is_light_instance(const RID& p_rid) const {
  
  	return light_instance_owner.owns(p_rid);
  }
  bool RasterizerIPhone::is_particles_instance(const RID& p_rid) const {
  
  	return false;
  }
  bool RasterizerIPhone::is_skeleton(const RID& p_rid) const {
  
  	return skeleton_owner.owns(p_rid);
  }
  bool RasterizerIPhone::is_fx(const RID& p_rid) const {
  
  	return fx_owner.owns(p_rid);
  }
  bool RasterizerIPhone::is_shader(const RID& p_rid) const {
  
  	return false;
  }
  
  void RasterizerIPhone::free(const RID& p_rid) const {
  
  	if (texture_owner.owns(p_rid)) {
  
  		// delete the texture
  		Texture *texture = texture_owner.get(p_rid);
  
  		glDeleteTextures( 1,&texture->tex_id );
  
  		texture_owner.free(p_rid);
  		memdelete(texture);
  
  	} else if (material_owner.owns(p_rid)) {
  
  		Material *material = material_owner.get( p_rid );
  		ERR_FAIL_COND(!material);
  
  		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 (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 (skeleton_owner.owns(p_rid)) {
  
  		Skeleton *skeleton = skeleton_owner.get( p_rid );
  		ERR_FAIL_COND(!skeleton)
  
  		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_owner.free(p_rid);
  		memdelete( light_instance );
  
  	} else if (fx_owner.owns(p_rid)) {
  
  		FX *fx = fx_owner.get( p_rid );
  		ERR_FAIL_COND(!fx);
  
  		fx_owner.free(p_rid);
  		memdelete( fx );
  
  	};
  }
  
  void RasterizerIPhone::init() {
  
  	glEnable(GL_DEPTH_TEST);
  	glDepthFunc(GL_LEQUAL);
  	glFrontFace(GL_CW);
  
  	glEnable(GL_TEXTURE_2D);
  }
  
  void RasterizerIPhone::finish() {
  
  }
  
  	int RasterizerIPhone::get_render_info(VS::RenderInfo p_info) {
  
  	return false;
  }
  
  RasterizerIPhone::RasterizerIPhone() {
  
  	frame = 0;
  };
  
  RasterizerIPhone::~RasterizerIPhone() {
  
  };
  
  
  #endif
  