+// buffer space for the requested number of vertices, for processing
+float *R_Shadow_VertexBuffer(int numvertices);
+
+void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
+void R_Shadow_Stage_Begin(void);
+void R_Shadow_LoadWorldLightsIfNeeded(void);
+void R_Shadow_Stage_ShadowVolumes(void);
+void R_Shadow_Stage_LightWithShadows(void);
+void R_Shadow_Stage_LightWithoutShadows(void);
+void R_Shadow_Stage_End(void);
+//int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius);
+int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
+
+typedef struct worldlight_s
+{
+ // saved properties
+ vec3_t origin;
+ vec_t lightradius;
+ vec3_t light;
+ vec3_t angles;
+ int castshadows;
+ char *cubemapname;
+
+ // shadow volumes are done entirely in model space, so there are no matrices for dealing with them...
+
+ // note that the world to light matrices are inversely scaled (divided) by lightradius
+
+ // matrix for transforming world coordinates to light filter coordinates
+ //matrix4x4_t matrix_worldtofilter;
+ // based on worldtofilter this transforms -1 to +1 to 0 to 1 for purposes
+ // of attenuation texturing in full 3D (z result often ignored)
+ //matrix4x4_t matrix_worldtoattenuationxyz;
+ // this transforms only the Z to S, and T is always 0.5
+ //matrix4x4_t matrix_worldtoattenuationz;
+
+ // generated properties
+ vec3_t mins;
+ vec3_t maxs;
+ vec_t cullradius;
+ struct worldlight_s *next;
+ msurface_t **surfaces;
+ int numsurfaces;
+ mleaf_t **leafs;
+ int numleafs;
+ rtexture_t *cubemap;
+ int style;
+ shadowmesh_t *shadowvolume;
+ int selected;
+}
+worldlight_t;
+
+extern worldlight_t *r_shadow_worldlightchain;
+
+void R_Shadow_UpdateWorldLightSelection(void);
+