int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias);
int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias);
int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals);
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject);
+void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist);
void R_Shadow_RenderMode_Begin(void);
void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
void R_Shadow_RenderMode_Reset(void);
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