void R_Shadow_Init(void);
void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris);
void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i);
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset);
void R_Shadow_RenderMode_Begin(void);
void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight);
void R_Shadow_RenderMode_Reset(void);
-void R_Shadow_RenderMode_StencilShadowVolumes(void);
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil);
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent);
void R_Shadow_RenderMode_VisibleShadowVolumes(void);
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
// this transforms only the Z to S, and T is always 0.5
extern matrix4x4_t r_shadow_entitytoattenuationz;
+// current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
+extern vec3_t r_shadow_rtlight_cullmins;
+extern vec3_t r_shadow_rtlight_cullmaxs;
+// current light's culling planes
+extern int r_shadow_rtlight_numfrustumplanes;
+extern mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
+
void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i);
qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);