void GL_PolygonOffset(float planeoffset, float depthoffset);
void GL_CullFace(int state);
void GL_AlphaTest(int state);
-void GL_AlphaFunc(int state, float value);
void GL_ColorMask(int r, int g, int b, int a);
void GL_Color(float cr, float cg, float cb, float ca);
void GL_ActiveTexture(unsigned int num);
void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer);
void GL_Mesh_ListVBOs(qboolean printeach);
-r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices);
-qboolean R_Mesh_PrepareVertices_Position_Unlock(void); // if this returns false, you need to prepare the mesh again!
-void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f);
-void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *buffer);
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer);
r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices);
qboolean R_Mesh_PrepareVertices_Generic_Unlock(void);
void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale);
// set up a blank texture state (unbinds all textures, texcoord pointers, and resets combine settings)
void R_Mesh_ResetTextureState(void);
+// before a texture is freed, make sure there are no references to it
+void R_Mesh_ClearBindingsForTexture(int texnum);
// renders a mesh
void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset);