-void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float projectdistance, int visiblevolume);
-void R_Shadow_VertexLight(int numverts, float *vertex, float *normals, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor);
-void R_Shadow_RenderLightThroughStencil(int numverts, int numtris, int *elements, vec3_t relativelightorigin, float *normals);
-void R_Shadow_ClearStencil(void);
+void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris);
+void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject);
+void R_Shadow_RenderMode_Begin(void);
+void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
+void R_Shadow_RenderMode_Reset(void);
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil);
+void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent);
+void R_Shadow_RenderMode_VisibleShadowVolumes(void);
+void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
+void R_Shadow_RenderMode_End(void);
+void R_Shadow_SetupEntityLight(const entity_render_t *ent);
+
+qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
+
+// these never change, they are used to create attenuation matrices
+extern matrix4x4_t matrix_attenuationxyz;
+extern matrix4x4_t matrix_attenuationz;
+
+rtexture_t *R_Shadow_Cubemap(const char *basename);
+
+void R_Shadow_UpdateWorldLightSelection(void);
+
+extern rtlight_t *r_shadow_compilingrtlight;
+
+void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
+void R_RTLight_Compile(rtlight_t *rtlight);
+void R_RTLight_Uncompile(rtlight_t *rtlight);
+
+void R_ShadowVolumeLighting(qboolean visible);
+void R_DrawCoronas(void);
+
+int *R_Shadow_ResizeShadowElements(int numtris);
+
+extern int maxshadowmark;
+extern int numshadowmark;
+extern int *shadowmark;
+extern int *shadowmarklist;
+extern int shadowmarkcount;
+void R_Shadow_PrepareShadowMark(int numtris);
+
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic);