gquake/include/glquake_implicit.h

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qboolean VID_Is8bit(void);
void GL_SubdivideSurface (msurface_t *fa);
void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr);
int R_LightPoint (vec3_t p);
void R_DrawBrushModel (entity_t *e);
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
void R_AnimateLight (void);
void V_CalcBlend (void);
void R_DrawWorld (void);
void R_RenderDlights (void);
void R_DrawParticles (void);
void R_DrawWaterSurfaces (void);
void R_RenderBrushPoly (msurface_t *fa);
void R_InitParticles (void);
void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
void R_ClearParticles (void);
void GL_BuildLightmaps (void);
void EmitWaterPolys (msurface_t *fa);
void EmitSkyPolys (msurface_t *fa);
void EmitBothSkyLayers (msurface_t *fa);
void R_DrawSkyChain (msurface_t *s);
qboolean R_CullBox (vec3_t mins, vec3_t maxs);
void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
void R_RotateForEntity (entity_t *e);
void R_StoreEfrags (efrag_t **ppefrag);
void GL_Set2D (void);
#ifdef QUAKE2
void PF_WaterMove (void);
void R_DrawSkyBox (void);
void R_ClearSkyBox (void);
void R_LoadSkys (void);
#endif