void gl_backend_init(void);
// starts mesh rendering for the frame
-void R_Mesh_Start(void);
+void R_Mesh_Start(float farclip);
// ends mesh rendering for the frame
// (only valid after R_Mesh_Start)
// (only valid between R_Mesh_Start and R_Mesh_Finish)
void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts);
-// same as normal, except for harsh format restrictions (vertex must be 4 float, color must be 4 float, texcoord must be 2 float, flat color not supported)
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m);
-
// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
// (this is used for very high speed rendering, no copying)
// (only valid between R_Mesh_Start and R_Mesh_Finish)