extern unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out);
+qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor);
void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float zNear, float zFar, const float *nearplane);
void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, float zFar, const float *nearplane);
void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, const float *nearplane);
void GL_AlphaTest(int 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_LockArrays(int first, int count);
void GL_ActiveTexture(unsigned int num);
void GL_ClientActiveTexture(unsigned int num);
void GL_Scissor(int x, int y, int width, int height);
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 GL_Backend_FreeProgram(unsigned int prog);
-extern cvar_t gl_lockarrays;
-extern cvar_t gl_mesh_copyarrays;
extern cvar_t gl_paranoid;
extern cvar_t gl_printcheckerror;
// returns current texture bound to this identifier
int R_Mesh_TexBound(unsigned int unitnum, int id);
// copies a section of the framebuffer to a 2D texture
-void R_Mesh_CopyToTexture(int texnum, int tx, int ty, int sx, int sy, int width, int height);
-// sets all textures bound to an image unit (multiple can be non-zero at once, according to OpenGL rules the highest one overrides the others)
-void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle);
-// equivalent to R_Mesh_TexBindAll(unitnum,tex2d,0,0,0)
-void R_Mesh_TexBind(unsigned int unitnum, int texnum);
+void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height);
+// bind a given texture to a given image unit
+void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex);
// sets the texcoord matrix for a texenv unit, can be NULL or blank (will use identity)
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix);
// sets the combine state for a texenv unit
void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s);
// saves a section of the rendered frame to a .tga or .jpg file
-qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect);
+qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean png, qboolean gammacorrect, qboolean keep_alpha);
// used by R_Envmap_f and internally in backend, clears the frame
void R_ClearScreen(qboolean fogcolor);