void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer);
void GL_Mesh_ListVBOs(qboolean printeach);
-r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices);
-qboolean R_Mesh_PrepareVertices_Position_Unlock(void); // if this returns false, you need to prepare the mesh again!
-void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f);
-void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *buffer);
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer);
r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices);
qboolean R_Mesh_PrepareVertices_Generic_Unlock(void);