-#define MAX_TEXTUREUNITS 4
+#define MAX_TEXTUREUNITS 8
extern int c_meshtris, c_meshs, c_transtris, c_transmeshs;
// adds console variables and registers the render module (only call from GL_Init)
void gl_backend_init(void);
-// sets up mesh renderer for the frame
-void R_Mesh_Clear(void);
-// renders queued meshs
+
+// starts mesh rendering for the frame
+void R_Mesh_Start(void);
+
+// ends mesh rendering for the frame
+// (only valid after R_Mesh_Start)
+void R_Mesh_Finish(void);
+
+// clears depth buffer, used for masked sky rendering
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
+void R_Mesh_ClearDepth(void);
+
+// renders current batch of meshs
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
void R_Mesh_Render(void);
+
// queues a mesh to be rendered (invokes Render if queue is full)
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
void R_Mesh_Draw(const rmeshinfo_t *m);
+
// renders the queued transparent meshs
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
void R_Mesh_AddTransparent(void);
+
// ease-of-use frontend to R_Mesh_Draw, set up meshinfo, except for index and numtriangles and numverts, then call this
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts);
+
// same as normal, except for harsh format restrictions (vertex must be 4 float, color must be 4 float, texcoord must be 2 float, flat color not supported)
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m);
+
// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
// (this is used for very high speed rendering, no copying)
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m);
+
+// saves a section of the rendered frame to a .tga file
+void SCR_ScreenShot(char *filename, int x, int y, int width, int height);
+// used by R_Envmap_f and internally in backend, clears the frame
+void R_ClearScreen(void);
+// invoke refresh of frame
+void SCR_UpdateScreen (void);