void R_Shadow_Init(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);
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);
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i);
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset);
void R_Shadow_RenderMode_Begin(void);
void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight);
void R_Shadow_RenderMode_Reset(void);
-void R_Shadow_RenderMode_StencilShadowVolumes(void);
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil);
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent);
void R_Shadow_RenderMode_VisibleShadowVolumes(void);
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);