#ifndef MESHQUEUE_H
#define MESHQUEUE_H
-void R_MeshQueue_Init(void);
-void R_MeshQueue_Add(void (*callback)(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight), const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight);
-void R_MeshQueue_AddTransparent(const vec3_t center, void (*callback)(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight), const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight);
+// VorteX: seems this value is hardcoded in other several defines as it's changing makes mess
+#define MESHQUEUE_TRANSPARENT_BATCHSIZE 256
+
void R_MeshQueue_BeginScene(void);
-void R_MeshQueue_Render(void);
+void R_MeshQueue_AddTransparent(const vec3_t center, void (*callback)(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist), const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight);
void R_MeshQueue_RenderTransparent(void);
-void R_MeshQueue_EndScene(void);
#endif