extern int vid_hidden;
extern int vid_activewindow;
-extern int vid_allowhwgamma;
-extern int vid_hardwaregammasupported;
+extern cvar_t vid_hardwaregammasupported;
extern int vid_usinghwgamma;
extern cvar_t vid_fullscreen;
extern cvar_t vid_width;
extern cvar_t vid_height;
extern cvar_t vid_bitsperpixel;
+extern cvar_t vid_vsync;
extern cvar_t vid_mouse;
-extern cvar_t vid_stencil;
+
+extern cvar_t gl_combine;
+extern cvar_t gl_finish;
extern cvar_t v_gamma;
extern cvar_t v_contrast;
extern cvar_t v_color_white_r;
extern cvar_t v_color_white_g;
extern cvar_t v_color_white_b;
-extern cvar_t v_overbrightbits;
extern cvar_t v_hwgamma;
extern int gl_stencil;
void *GL_GetProcAddress(const char *name);
int GL_CheckExtension(const char *name, const dllfunction_t *funcs, const char *disableparm, int silent);
+// this attempts to use vendor extensions to allocate faster vertex memory if
+// the fast parameter is true, if unsuccessful it uses Mem_Alloc instead
+void *VID_AllocVertexArrays(mempool_t *pool, int size, int fast, float readfrequency, float writefrequency, float priority);
+void VID_FreeVertexArrays(void *pointer);
+
void VID_Shared_Init(void);
void GL_Init (void);
// sets the mode; only used by the Quake engine for resetting to mode 0 (the
// base mode) on memory allocation failures
+int VID_InitMode(int fullscreen, int width, int height, int bpp);
+// allocates and opens an appropriate OpenGL context (and its window)
+
+
// sets hardware gamma correction, returns false if the device does not
// support gamma control
int VID_SetGamma (unsigned short *ramps);