void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index);
+void GL_SetupView_ViewPort (int x, int y, int width, int height);
+void GL_SetupView_Orientation_Identity (void);
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles);
+void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar);
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar);
+void GL_DepthFunc(int value);
+void GL_ClearDepth(void);
+
extern cvar_t gl_lockarrays;
extern int c_meshelements, c_meshs;
void gl_backend_init(void);
// starts mesh rendering for the frame
-void R_Mesh_Start(float farclip);
+void R_Mesh_Start(void);
// ends mesh rendering for the frame
// (only valid after R_Mesh_Start)
void R_Mesh_Finish(void);
-// clears depth buffer, used for masked sky rendering
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_ClearDepth(void);
-
// sets up the requested transform matrix
void R_Mesh_Matrix(const matrix4x4_t *matrix);