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