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_DepthMask(int state);
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);