extern cvar_t r_shadow_lightattenuationscale;
extern cvar_t r_shadow_lightintensityscale;
-extern cvar_t r_shadow_realtime;
+extern cvar_t r_shadow_realtime_world;
+extern cvar_t r_shadow_realtime_dlight;
+extern cvar_t r_shadow_visiblevolumes;
extern cvar_t r_shadow_gloss;
extern cvar_t r_shadow_debuglight;
extern cvar_t r_shadow_bumpscale_bumpmap;
extern cvar_t r_shadow_bumpscale_basetexture;
void R_Shadow_Init(void);
-void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance);
+void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance);
void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
void R_Shadow_ClearStencil(void);
-// 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);
extern worldlight_t *r_shadow_worldlightchain;
-// 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows
-extern int r_shadow_lightingmode;
-void R_Shadow_UpdateLightingMode(void);
-
void R_Shadow_UpdateWorldLightSelection(void);
#endif