typedef struct
{
//input to R_Mesh_Draw_GetBuffer
- int transparent;
int depthwrite; // force depth writing enabled even if polygon is not opaque
int depthdisable; // disable depth read/write entirely
int blendfunc1;
// (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)