#ifndef MESHQUEUE_H #define MESHQUEUE_H void R_MeshQueue_Init(void); void R_MeshQueue_Add(void (*callback)(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight), const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight); void R_MeshQueue_AddTransparent(const vec3_t center, void (*callback)(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight), const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight); void R_MeshQueue_BeginScene(void); void R_MeshQueue_Render(void); void R_MeshQueue_RenderTransparent(void); void R_MeshQueue_EndScene(void); #endif