extern float gl_modelviewprojection16f[16];
extern qboolean gl_modelmatrixchanged;
-extern cvar_t gl_vbo_dynamicvertex;
-extern cvar_t gl_vbo_dynamicindex;
-
#define POLYGONELEMENTS_MAXPOINTS 258
extern int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
extern unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask);
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_ClientActiveTexture(unsigned int num);
void GL_Scissor(int x, int y, int width, int height);
void GL_ScissorTest(int state);
void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue);
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_debug;
extern cvar_t gl_paranoid;
extern cvar_t gl_printcheckerror;
void GL_Mesh_ListVBOs(qboolean printeach);
void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer, int bufferoffset);
-
-r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices);
-qboolean R_Mesh_PrepareVertices_Generic_Unlock(void);
void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f);
-void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset);
-
-r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices);
-qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void); // if this returns false, you need to prepare the mesh again!
void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f);
-void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *buffer, int bufferoffset);
// sets up the requested vertex transform matrix
void R_EntityMatrix(const matrix4x4_t *matrix);
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_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale);
// set up a blank texture state (unbinds all textures, texcoord pointers, and resets combine settings)
void R_Mesh_ResetTextureState(void);
// before a texture is freed, make sure there are no references to it