+/// enum of the various types of hardware buffer object used in rendering
+/// note that the r_bufferdatasize[] array must be maintained to match this
+typedef enum r_bufferdata_type_e
+{
+ R_BUFFERDATA_VERTEX, /// vertex buffer
+ R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
+ R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
+ R_BUFFERDATA_UNIFORM, /// uniform buffer
+ R_BUFFERDATA_COUNT /// how many kinds of buffer we have
+}
+r_bufferdata_type_t;
+
+/// free all dynamic vertex/index/uniform buffers
+void R_BufferData_Reset(void);
+/// begin a new frame (recycle old buffers)
+void R_BufferData_NewFrame(void);
+/// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, if allowfail is true it may return NULL if the growth limit has been reached, false will cause it to allocate additional memory despite this (warning: may run out of memory)
+r_meshbuffer_t *R_BufferData_Store(size_t size, void *data, r_bufferdata_type_t type, int *returnbufferoffset, qboolean allowfail);
+
+/// free all R_AnimCache memory