+void R_Shadow_RenderVolume(int numverts, int numtris, int *elements);
+void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
+void R_Shadow_Stage_Begin(void);
+void R_Shadow_Stage_ShadowVolumes(void);
+void R_Shadow_Stage_Light(void);
+// returns true if shadow volumes should be drawn again to erase,
+// otherwise clears stencil
+int R_Shadow_Stage_EraseShadowVolumes(void);
+void R_Shadow_Stage_End(void);
+int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius);
+
+typedef struct worldlight_s
+{
+ vec3_t origin;
+ vec3_t light;
+ vec3_t mins;
+ vec3_t maxs;
+ vec_t lightradius;
+ vec_t cullradius;
+ struct worldlight_s *next;
+ msurface_t **surfaces;
+ int numsurfaces;
+ mleaf_t **leafs;
+ int numleafs;
+ rtexture_t *cubemap;
+ char *cubemapname;
+ int style;
+ shadowmesh_t *shadowvolume;
+ int selected;
+}
+worldlight_t;
+
+extern worldlight_t *r_shadow_worldlightchain;
+
+// 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows
+extern int r_shadow_lightingmode;
+void R_Shadow_UpdateLightingMode(void);
+
+void R_Shadow_UpdateWorldLightSelection(void);
+