+// the color/normal/etc cvars should be checked by callers of R_LoadTexture* functions to decide whether to add TEXF_COMPRESS to the flags
+extern struct cvar_s gl_texturecompression;
+extern struct cvar_s gl_texturecompression_color;
+extern struct cvar_s gl_texturecompression_normal;
+extern struct cvar_s gl_texturecompression_gloss;
+extern struct cvar_s gl_texturecompression_glow;
+extern struct cvar_s gl_texturecompression_2d;
+extern struct cvar_s gl_texturecompression_q3bsplightmaps;
+extern struct cvar_s gl_texturecompression_q3bspdeluxemaps;
+extern struct cvar_s gl_texturecompression_sky;
+extern struct cvar_s gl_texturecompression_lightcubemaps;
+extern struct cvar_s gl_texturecompression_reflectmask;
+extern struct cvar_s r_texture_dds_load;
+extern struct cvar_s r_texture_dds_save;
+
+// add a texture to a pool and optionally precache (upload) it
+// (note: data == NULL is perfectly acceptable)
+// (note: palette must not be NULL if using TEXTYPE_PALETTE)
+rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
+rtexture_t *R_LoadTexture3D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
+rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
+rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype, qbool filter);
+rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype);
+rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, qbool srgb, int flags, qbool *hasalphaflag, float *avgcolor, int miplevel, qbool optionaltexture);
+
+// saves a texture to a DDS file
+int R_SaveTextureDDSFile(rtexture_t *rt, const char *filename, qbool skipuncompressed, qbool hasalpha);
+
+// free a texture
+void R_FreeTexture(rtexture_t *rt);
+
+// update a portion of the image data of a texture, used by lightmap updates
+// and procedural textures such as video playback, actual uploads may be
+// delayed by gl_nopartialtextureupdates cvar until R_Mesh_TexBind uses it
+// combine has 3 values: 0 = immediately upload (glTexSubImage2D), 1 = combine with other updates (glTexSubImage2D on next draw), 2 = combine with other updates and never upload partial images (glTexImage2D on next draw)
+void R_UpdateTexture(rtexture_t *rt, const unsigned char *data, int x, int y, int z, int width, int height, int depth, int combine);
+
+// returns the renderer dependent texture slot number (call this before each
+// use, as a texture might not have been precached)
+#define R_GetTexture(rt) ((rt) ? ((rt)->dirty ? R_RealGetTexture(rt) : (rt)->texnum) : r_texture_white->texnum)
+int R_RealGetTexture (rtexture_t *rt);