void GL_TransformToScreen(const vec4_t in, vec4_t out);
void GL_LockArrays(int first, int count);
void GL_ActiveTexture(unsigned int num);
+void GL_ClientActiveTexture(unsigned int num);
void GL_Scissor(int x, int y, int width, int height);
void GL_ScissorTest(int state);
void GL_Clear(int mask);
qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect);
// used by R_Envmap_f and internally in backend, clears the frame
void R_ClearScreen(qboolean fogcolor);
-// invoke refresh of loading plaque (nothing else seen)
-void SCR_UpdateLoadingScreen(qboolean clear);
#endif