- texture upload below 8x8
  - partly done but still 2xN and 1xN textures are broken
+ fix blending so explosions in quake wont show pink background
+ now be smart and wait for 3d idle only when alphafunc and alpharef changes ???
+ why there is no tint underwater in quake
  now it is there, i dunno why :)
+ why parts of console are transparent ??? is it colorkey ???
  yup !!!
- add texture events and do not purge textures that are in use or are going
  to be used
+ separate rendering of nontextured primitives  
+ fog, and separate rendering of fogged primitives  
- 8 bit paletted textures
- 32 bit textures  
- s3tc textures
+ is vertex alpha working ? i dont think so
- software fallbacks and access to backbuffer/zbuffer through tiled
  aperture windows, how to set up mesa zbuffer to point to hardware z buffer ?
- vertex buffers
- agp textures (and vertex buffers)  
+ direct rendering of course
+ 32 bit rendering  
- figure out that hangs in low res modes
- find a way to destroy shared memory segment and disable shadow status
  when xserver exits so it will work after xserver restart
  