void GL_SetupView_Orientation_Identity(void);
void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix);
-void GL_SetupView_Mode_Perspective(double fovx, double fovy, double zNear, double zFar);
-void GL_SetupView_Mode_PerspectiveInfiniteFarClip(double fovx, double fovy, double zNear);
+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);
extern cvar_t gl_printcheckerror;
//input to R_Mesh_State
-typedef struct
+typedef struct rmeshstate_s
{
// textures
int tex1d[MAX_TEXTUREUNITS];
void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements);
// saves a section of the rendered frame to a .tga or .jpg file
-qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect);
+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);
// invoke refresh of frame