extern cvar_t r_shadow_lightattenuationpower;
extern cvar_t r_shadow_lightattenuationscale;
extern cvar_t r_shadow_lightintensityscale;
-extern cvar_t r_shadow_polygonfactor;
-extern cvar_t r_shadow_polygonoffset;
extern cvar_t r_shadow_portallight;
extern cvar_t r_shadow_projectdistance;
extern cvar_t r_shadow_realtime_dlight;
extern cvar_t r_shadow_realtime_world_lightmaps;
extern cvar_t r_shadow_realtime_world_shadows;
extern cvar_t r_shadow_scissor;
+extern cvar_t r_shadow_shadow_polygonfactor;
+extern cvar_t r_shadow_shadow_polygonoffset;
extern cvar_t r_shadow_singlepassvolumegeneration;
extern cvar_t r_shadow_staticworldlights;
extern cvar_t r_shadow_texture3d;
void R_Shadow_ClearStencil(void);
void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i);
-void R_Shadow_Stage_Begin(void);
-void R_Shadow_LoadWorldLightsIfNeeded(void);
-void R_Shadow_Stage_ShadowVolumes(void);
-void R_Shadow_Stage_LightWithShadows(void);
-void R_Shadow_Stage_LightWithoutShadows(void);
-void R_Shadow_Stage_End(void);
int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
// these never change, they are used to create attenuation matrices