Index: render.h
===================================================================
--- render.h	(revision 339)
+++ render.h	(revision 340)
@@ -14,7 +14,7 @@
 rewritten (tips: slow, buggy, old, ... :) 
 **/
 
-extern void raydium_render_lightmap_color(GLfloat *color);
+__rayapi void raydium_render_lightmap_color(GLfloat *color);
 /**
 You may force a new lightmap rendering color "filter" anytime with this
 function, allowing advanced lighting effects.
@@ -23,84 +23,84 @@
 See ##raydium_rendering_displaylists_disable()## if needed.
 **/
 
-extern void raydium_render_lightmap_color_4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
+__rayapi void raydium_render_lightmap_color_4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
 /**
 Same as above, using 4 values.
 **/
 
-extern int  raydium_rendering_prepare_texture_unit (GLenum tu, GLuint tex);
+__rayapi int  raydium_rendering_prepare_texture_unit (GLenum tu, GLuint tex);
 /**
 This function will "prepare" hardawre texture unit ##tu## to render ##tex## texture.
 There almost no reason to call this function by yourself.
 **/
 
-extern void raydium_rendering_internal_prepare_texture_render (GLuint tex);
+__rayapi void raydium_rendering_internal_prepare_texture_render (GLuint tex);
 /**
 Same as above, but for texture unit #0 only.
 **/
 
-extern void raydium_rendering_internal_restore_render_state (void);
+__rayapi void raydium_rendering_internal_restore_render_state (void);
 /**
 Internal. Deprecated.
 **/
 
 // DO NOT DOCUMENT THIS ... THING !
-extern char infov (GLfloat x, GLfloat y);
+__rayapi char infov (GLfloat x, GLfloat y);
 
-void raydium_rendering_from_to_simple(GLuint from, GLuint to);
+__rayapi void raydium_rendering_from_to_simple(GLuint from, GLuint to);
 /**
 Same as ##raydium_rendering_from_to()##, but only with vertices (no
 UV, no normals, no textures, no colors, ...).
 Mostly used for internal shadow maps creation.
 **/
 
-extern void raydium_rendering_from_to (GLuint from, GLuint to);
+__rayapi void raydium_rendering_from_to (GLuint from, GLuint to);
 /**
 Renders vertices from ##from## to ##to##.
 Using object management functions is a better idea.
 **/
 
-extern void raydium_rendering (void);
+__rayapi void raydium_rendering (void);
 /**
 Renders all vertices (probably useless, now).
 **/
 
-extern void raydium_rendering_finish (void);
+__rayapi void raydium_rendering_finish (void);
 /**
 You must call this function at the end of each frame. This will flush all
 commands to hardware, fire a lot off callbacks, and prepare next frame.
 **/
 
-extern void raydium_rendering_wireframe (void);
+__rayapi void raydium_rendering_wireframe (void);
 /**
 Switch to wireframe rendering.
 **/
 
-extern void raydium_rendering_normal (void);
+__rayapi void raydium_rendering_normal (void);
 /**
 Switch back to standard rendering.
 **/
 
-extern void raydium_rendering_rgb_force (GLfloat r, GLfloat g, GLfloat b);
+__rayapi void raydium_rendering_rgb_force (GLfloat r, GLfloat g, GLfloat b);
 /**
 Force all RGB colored vertices to take ##(r,g,b)## color. One example of this
 use is for making "team colored" cars : Do not apply textures to some faces
 while modelling, and force to team color each time you render a car.
 **/
 
-extern void raydium_rendering_rgb_normal (void);
+__rayapi void raydium_rendering_rgb_normal (void);
 /**
 Disable "rgb force" state. See above.
 **/
 
-extern void raydium_rendering_displaylists_disable(void);
+__rayapi void raydium_rendering_displaylists_disable(void);
 /**
 Disable display lists usage.
 Some old video cards and broken drivers may get better performances WITHOUT
 display lists (on large objects, mainly).
 **/
 
-extern void raydium_rendering_displaylists_enable(void);
+__rayapi void raydium_rendering_displaylists_enable(void);
 /**
 Enable display lists usage. default state.
 **/