// overbright rendering scale for the current state
extern int r_lightmapscalebit;
extern float r_colorscale;
-extern float *varray_vertex;
-extern float *varray_color;
-extern float *varray_texcoord[MAX_TEXTUREUNITS];
+extern float *varray_vertex3f;
+extern float *varray_color4f;
+extern float *varray_texcoord3f[MAX_TEXTUREUNITS];
+extern float *varray_texcoord2f[MAX_TEXTUREUNITS];
extern int mesh_maxverts;
// adds console variables and registers the render module (only call from GL_Init)
// renders the mesh in the varray_* buffers
void R_Mesh_Draw(int numverts, int numtriangles, const int *elements);
+// copies a vertex3f array into varray_vertex3f
+void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts);
+// copies a texcoord2f array into varray_texcoord[tmu]
+void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts);
+// copies a color4f array into varray_color4f
+void R_Mesh_CopyColor4f(const float *color4f, int numverts);
+
// saves a section of the rendered frame to a .tga file
qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height);
// used by R_Envmap_f and internally in backend, clears the frame