independent control of gl_mesh_maxtriangles and gl_mesh_transtriangles (that is to say you can have more transparent triangles than normal ones, they get rendered in batchs anyway)
also a check for meshs too big for 3DFX drivers, which might fix problems for some people, I dunno, I was unable to reproduce the problem on my voodoo2 this time (has occurred in the past, maybe something else is broken in the gl_backend preventing it from overflowing the vertex buffers of the driver)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1829
d7cf8633-e32d-0410-b094-
e92efae38249