void GL_SetupView_ViewPort(int x, int y, int width, int height);
void GL_SetupView_Orientation_Identity(void);
-void GL_SetupView_Orientation_FromEntity(vec3_t origin, vec3_t angles);
+void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix);
void GL_SetupView_Mode_Perspective(double fovx, double fovy, double zNear, double zFar);
void GL_SetupView_Mode_PerspectiveInfiniteFarClip(double fovx, double fovy, double zNear);
void GL_SetupView_Mode_Ortho(double x1, double y1, double x2, double y2, double zNear, double zFar);
void GL_ClientActiveTexture(int num);
void GL_Scissor(int x, int y, int width, int height); // AK for DRAWQUEUE_SETCLIP
void GL_ScissorTest(int state); // AK for DRAWQUEUE_(RE)SETCLIP
-
extern cvar_t gl_lockarrays;
extern cvar_t gl_mesh_copyarrays;
}
rmeshstate_t;
-// lightmap overbright scaling
-extern int r_lightmapscalebit;
-
// adds console variables and registers the render module (only call from GL_Init)
void gl_backend_init(void);
// renders a mesh
void R_Mesh_Draw(int numverts, int numtriangles, const int *elements);
+// renders a mesh as lines
+void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, int *elements);
// saves a section of the rendered frame to a .tga or .jpg file
qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg);