#ifndef GL_BACKEND_H
#define GL_BACKEND_H
-// 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 unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+extern int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+extern unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
#define QUADELEMENTS_MAXQUADS 128
-extern unsigned short quadelements[QUADELEMENTS_MAXQUADS*6];
+extern int quadelement3i[QUADELEMENTS_MAXQUADS*6];
+extern unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out);
void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double zNear, double zFar, const double *nearplane);
void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle);
// sets these are like TexBindAll with only one of the texture indices non-zero
// (binds one texture type and unbinds all other types)
-void R_Mesh_TexBind1D(unsigned int unitnum, int texnum);
void R_Mesh_TexBind(unsigned int unitnum, int texnum);
void R_Mesh_TexBind3D(unsigned int unitnum, int texnum);
void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum);