// copies the vertex info to the videomemory, given the source (vertices and UVs), // target format and pointer to the videobuffer extern void CopyPosUVsToVideomemory ( const Vec3* pSrcPos, const CryUV* pSrcUV, unsigned numVerts, // number of Target vertices const unsigned *pVertMap, // vertex map from Target to Source vertex indices Vec3* pDstPos, int nDstVertexFormat ); // copies the vertex info to the videomemory, given the source (vertices and UVs), // target format and pointer to the videobuffer extern void CopyPosUVsToVideomemory ( const Vec3* pSrcPos, const CryUV* pSrcUV, unsigned numVerts, // number of Target vertices Vec3* pDstPos, int nDstVertexFormat ); extern IShader* GetShaderStencilStateFrontCull(); extern IShader* GetShaderFrontCull();