void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane);
void R_SetViewport(const r_viewport_t *v);
void R_GetViewport(r_viewport_t *v);
+void GL_Finish(void);
void GL_BlendFunc(int blendfunc1, int blendfunc2);
+void GL_BlendEquationSubtract(qboolean negated);
void GL_DepthMask(int state);
void GL_DepthTest(int state);
void GL_DepthFunc(int state);
void GL_PolygonOffset(float planeoffset, float depthoffset);
void GL_CullFace(int state);
void GL_AlphaTest(int state);
-void GL_AlphaFunc(int state, float value);
+void GL_AlphaToCoverage(qboolean state);
void GL_ColorMask(int r, int g, int b, int a);
void GL_Color(float cr, float cg, float cb, float ca);
void GL_ActiveTexture(unsigned int num);
int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4);
void R_Mesh_DestroyFramebufferObject(int fbo);
void R_Mesh_ResetRenderTargets(void);
+void R_Mesh_SetMainRenderTargets(void);
void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4);
unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list);
void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale);
// set up a blank texture state (unbinds all textures, texcoord pointers, and resets combine settings)
void R_Mesh_ResetTextureState(void);
+// before a texture is freed, make sure there are no references to it
+void R_Mesh_ClearBindingsForTexture(int texnum);
// renders a mesh
void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset);