extern cvar_t r_shadow_texture3d;
extern cvar_t gl_ext_stenciltwoside;
-extern mempool_t *r_shadow_mempool;
-
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, 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 lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
-void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist);
+void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist);
void R_Shadow_RenderMode_Begin(void);
void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight);
void R_Shadow_RenderMode_Reset(void);
// light currently being rendered
extern rtlight_t *r_shadow_rtlight;
-// this is the location of the eye in entity space
-extern vec3_t r_shadow_entityeyeorigin;
// this is the location of the light in entity space
extern vec3_t r_shadow_entitylightorigin;
// this transforms entity coordinates to light filter cubemap coordinates