void GL_ColorMask(int r, int g, int b, int a);
void GL_Color(float cr, float cg, float cb, float ca);
void GL_TransformToScreen(const vec4_t in, vec4_t out);
-//void GL_TransformToScreenTexCoords(int numverts, const float *in3f, float *out2f, float scalex, float scaley, float basex, float basey);
void GL_LockArrays(int first, int count);
void GL_ActiveTexture(unsigned int num);
void GL_ClientActiveTexture(unsigned int num);
// saves a section of the rendered frame to a .tga or .jpg file
qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect);
// used by R_Envmap_f and internally in backend, clears the frame
-void R_ClearScreen(void);
+void R_ClearScreen(qboolean fogcolor);
// invoke refresh of loading plaque (nothing else seen)
void SCR_UpdateLoadingScreen(qboolean clear);