-// queues a mesh to be rendered (invokes Render if queue is full)
-void R_Mesh_Draw(const rmeshinfo_t *m);
-// renders the queued transparent meshs
-void R_Mesh_AddTransparent(void);
-// ease-of-use frontend to R_Mesh_Draw, set up meshinfo, except for index and numtriangles and numverts, then call this
-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)
-void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m);
-// faster hardwired version of R_Mesh_Draw specifically for decals (has close ties to decal code)
-//void R_Mesh_DrawDecal(const rmeshinfo_t *m);
+
+// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
+// (it is up to the caller to fill in the geometry data)
+// (make sure you scale your colors by the colorscale field)
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
+int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright);
+
+// saves a section of the rendered frame to a .tga file
+qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height);
+// used by R_Envmap_f and internally in backend, clears the frame
+void R_ClearScreen(void);
+// invoke refresh of frame
+void SCR_UpdateScreen (void);
+
+#endif
+