-// clears depth buffer, used for masked sky rendering
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_ClearDepth(void);
-
-// renders current batch of meshs
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_Render(void);
-
-// renders the queued transparent meshs
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_AddTransparent(void);
-
-// 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);
+// sets up the requested vertex transform matrix
+void R_Mesh_Matrix(const matrix4x4_t *matrix);
+// sets the vertex array pointer
+void R_Mesh_VertexPointer(const float *vertex3f);
+// sets the color array pointer (GL_Color only works when this is NULL)
+void R_Mesh_ColorPointer(const float *color4f);
+// sets the texcoord array pointer for an array unit
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord);
+// sets all textures bound to an image unit (multiple can be non-zero at once, according to OpenGL rules the highest one overrides the others)
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap);
+// sets these are like TexBindAll with only one of the texture indices non-zero
+// (binds one texture type and unbinds all other types)
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum);
+void R_Mesh_TexBind(unsigned int unitnum, int texnum);
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum);
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum);
+// sets the texcoord matrix for a texenv unit
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix);
+// sets the combine state for a texenv unit
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale);
+// set up the requested entire rendering state
+void R_Mesh_State(const rmeshstate_t *m);
+
+// renders a mesh
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements);
+// renders a mesh as lines
+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, 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);