void gl_backend_init(void);
// starts mesh rendering for the frame
-void R_Mesh_Start(void);
+void R_Mesh_Start(float farclip);
// ends mesh rendering for the frame
// (only valid after R_Mesh_Start)
// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
// (this is used for very high speed rendering, no copying)
// (only valid between R_Mesh_Start and R_Mesh_Finish)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m);
+int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright);
// saves a section of the rendered frame to a .tga file
qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height);