Thanks Spike! Valuable technical information on gl_triplebuffer.
So I stumped all 3 of you on the "ref" thing? Hehe. I figured it stood for reference, but Quake's use refdef and the Quake 2 ref_gl vs. ref_sw or what not seems a little confusing.
No one knows about intermission 3, eh?
Well I suppose I'll have to do some looking in Zerstorer source [and the q1 progs] and then maybe check and see why Zerstorer kills JoeQuake GL (at least 0.14 maybe 0.15 ... it's been a while).
The lack of cl.intermission 3 is in gl_screen.c and I'm trying to make my source more like FTEQW where cl_screen.c is (mostly) renderer neutral and splitting out the other stuff. I hate maintaining both gl_screen.c and r_screen.c when I make a change in the 2D.
(@Reckless ... maybe there is no need for your cut-scene detection codes if cl.intermission 3 is actually used?)