extern float *rsurface_array_color4f;
extern float *rsurface_array_texcoord3f;
+extern float *rsurface_vertex3f;
+extern float *rsurface_svector3f;
+extern float *rsurface_tvector3f;
+extern float *rsurface_normal3f;
+extern float *rsurface_lightmapcolor4f;
+extern qboolean rsurface_generatevertex;
+extern qboolean rsurface_generatetangents;
+extern qboolean rsurface_generatenormals;
+extern qboolean rsurface_deformvertex;
+extern qboolean rsurface_dynamicvertex;
+extern vec3_t rsurface_modelorg;
+extern const entity_render_t *rsurface_entity;
+extern const model_t *rsurface_model;
+extern const texture_t *rsurface_texture;
+
void R_Mesh_ResizeArrays(int newvertices);
struct entity_render_s;
void R_QueueTextureSurfaceList(entity_render_t *ent, struct texture_s *texture, int texturenumsurfaces, const struct msurface_s **texturesurfacelist, const vec3_t modelorg);
void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces);
+void RSurf_PrepareForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg);
+void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangents);
+void RSurf_PrepareDynamicSurfaceVertices(const msurface_t *surface);
+
#define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight)
#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)