extern cvar_t gl_ext_stenciltwoside;
void R_Shadow_Init(void);
+qboolean R_Shadow_ShadowMappingEnabled(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, vec3_t trismins, vec3_t trismaxs);
void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris);
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);
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;
extern int *shadowsideslist;
void R_Shadow_PrepareShadowSides(int numtris);
+void R_Shadow_PrepareModelShadows(void);
+
void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic);
#endif