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_PolygonOffset(float planeoffset, float depthoffset);
void GL_CullFace(int state);
void GL_AlphaTest(int state);
-void GL_AlphaFunc(int state, float value);
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 R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer);
void GL_Mesh_ListVBOs(qboolean printeach);
-r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices);
-qboolean R_Mesh_PrepareVertices_Position_Unlock(void); // if this returns false, you need to prepare the mesh again!
-void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f);
-void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *buffer);
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer);
r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices);
qboolean R_Mesh_PrepareVertices_Generic_Unlock(void);