+/// enum of the various types of hardware buffer object used in rendering
+/// note that the r_buffermegs[] array must be maintained to match this
+typedef enum r_bufferdata_type_e
+{
+ R_BUFFERDATA_VERTEX, /// vertex buffer
+ R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
+ R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
+ R_BUFFERDATA_UNIFORM, /// uniform buffer
+ R_BUFFERDATA_COUNT /// how many kinds of buffer we have
+}
+r_bufferdata_type_t;
+
+/// free all dynamic vertex/index/uniform buffers
+void R_BufferData_Reset(void);
+/// begin a new frame (recycle old buffers)
+void R_BufferData_NewFrame(void);
+/// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
+r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
+
+/// free all R_AnimCache memory