#ifndef GL_BACKEND_H
#define GL_BACKEND_H
+extern r_viewport_t gl_viewport;
+extern matrix4x4_t gl_modelmatrix;
+extern matrix4x4_t gl_viewmatrix;
+extern matrix4x4_t gl_modelviewmatrix;
+extern matrix4x4_t gl_projectionmatrix;
+extern matrix4x4_t gl_modelviewprojectionmatrix;
+extern float gl_modelview16f[16];
+extern float gl_modelviewprojection16f[16];
+extern qboolean gl_modelmatrixchanged;
+
#define POLYGONELEMENTS_MAXPOINTS 258
extern int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
extern unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
void GL_Mesh_ListVBOs(qboolean printeach);
// sets up the requested vertex transform matrix
-void R_Mesh_Matrix(const matrix4x4_t *matrix);
+void R_EntityMatrix(const matrix4x4_t *matrix);
// sets the vertex array pointer
void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset);
// sets the color array pointer (GL_Color only works when this is NULL)
void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset);
// returns current texture bound to this identifier
int R_Mesh_TexBound(unsigned int unitnum, int id);
+// copies a section of the framebuffer to a 2D texture
+void R_Mesh_CopyToTexture(int texnum, int tx, int ty, int sx, int sy, int width, int height);
// sets all textures bound to an image unit (multiple can be non-zero at once, according to OpenGL rules the highest one overrides the others)
void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle);
// equivalent to R_Mesh_TexBindAll(unitnum,tex2d,0,0,0)