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_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);
void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels);
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);