#ifndef GL_BACKEND_H
#define GL_BACKEND_H
-#define MAX_TEXTUREUNITS 16
+// how many texture units to track state on (backendunits/backendimageunits/backendarrayunits are limited to this value)
+#define MAX_TEXTUREUNITS 64
#define POLYGONELEMENTS_MAXPOINTS 258
extern int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
extern int quadelements[QUADELEMENTS_MAXQUADS*6];
void GL_SetupView_Orientation_Identity(void);
-void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix);
+void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix);
void GL_SetupView_Mode_Perspective(double frustumx, double frustumy, double zNear, double zFar);
void GL_SetupView_Mode_PerspectiveInfiniteFarClip(double frustumx, double frustumy, double zNear);
void GL_SetupView_Mode_Ortho(double x1, double y1, double x2, double y2, double zNear, double zFar);
void GL_BlendFunc(int blendfunc1, int blendfunc2);
void GL_DepthMask(int state);
void GL_DepthTest(int state);
+void GL_CullFace(int state);
+void GL_AlphaTest(int state);
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);
// invoke refresh of frame
void SCR_UpdateScreen(void);
// invoke refresh of loading plaque (nothing else seen)
-void SCR_UpdateLoadingScreen(void);
+void SCR_UpdateLoadingScreen(qboolean clear);
#endif