Fixed missing/erroneous extension queries.
This commit is contained in:
parent
a31362a30a
commit
eeb01b8da5
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@ -69,34 +69,34 @@ public final class GLContext {
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public static boolean GL_ARB_occlusion_query;
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public static boolean GL_ARB_point_parameters;
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public static boolean GL_ARB_point_sprite;
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public static boolean GL_ARB_shading_language;
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public static boolean GL_ARB_shading_language_100;
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public static boolean GL_ARB_shader_objects;
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public static boolean GL_ARB_shadow;
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public static boolean GL_ARB_shadow_ambient;
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public static boolean GL_ARB_texture_border_clamp;
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public static boolean GL_ARB_texture_compression;
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public static boolean GL_ARB_texture_cube_map;
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public static boolean GL_ARB_texture_env_add;
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public static boolean GL_ARB_texture_env_dot3;
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public static boolean GL_ARB_texture_env_combine;
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public static boolean GL_ARB_texture_env_crossbar;
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public static boolean GL_ARB_texture_border_clamp;
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public static boolean GL_ARB_texture_cube_map;
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public static boolean GL_ARB_texture_env_dot3;
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public static boolean GL_ARB_texture_mirrored_repeat;
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public static boolean GL_ARB_texture_non_power_of_two;
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public static boolean GL_ARB_transpose_matrix;
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public static boolean GL_ARB_vertex_blend;
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public static boolean GL_ARB_vertex_program;
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public static boolean GL_ARB_vertex_buffer_object;
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public static boolean GL_ARB_vertex_program;
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public static boolean GL_ARB_vertex_shader;
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public static boolean GL_ARB_window_pos;
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public static boolean GL_EXT_abgr;
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public static boolean GL_EXT_bgra;
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public static boolean GL_EXT_blend_function_separate;
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public static boolean GL_EXT_blend_func_separate;
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public static boolean GL_EXT_blend_subtract;
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public static boolean GL_EXT_compiled_vertex_array;
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public static boolean GL_EXT_draw_range_elements;
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public static boolean GL_EXT_multi_draw_arrays;
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public static boolean GL_EXT_fog_coord;
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public static boolean GL_EXT_multi_draw_arrays;
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public static boolean GL_EXT_packed_pixels;
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public static boolean GL_EXT_point_parameters;
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public static boolean GL_EXT_rescale_normal;
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@ -121,21 +121,21 @@ public final class GLContext {
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public static boolean GL_ATI_fragment_shader;
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public static boolean GL_ATI_map_object_buffer;
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public static boolean GL_ATI_pn_triangles;
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public static boolean GL_ATI_separate_stencil;
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public static boolean GL_ATI_texture_float;
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public static boolean GL_ATI_texture_mirror_once;
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public static boolean GL_ATI_vertex_array_object;
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public static boolean GL_ATI_vertex_attrib_array_object;
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public static boolean GL_ATI_vertex_streams;
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public static boolean GL_ATI_separate_stencil;
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public static boolean GL_ATI_vertex_attrib_array_object;
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public static boolean GL_NV_blend_square;
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public static boolean GL_NV_copy_depth_to_color;
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public static boolean GL_NV_depth_clamp;
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public static boolean GL_NV_evaluators;
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public static boolean GL_NV_fence;
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public static boolean GL_NV_fragment_program;
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public static boolean GL_NV_float_buffer;
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public static boolean GL_NV_fog_distance;
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public static boolean GL_NV_fragment_program;
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public static boolean GL_NV_half_float;
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public static boolean GL_NV_light_max_exponent;
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public static boolean GL_NV_multisample_filter_hint;
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@ -544,14 +544,21 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
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break;
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}
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}
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extgl_Extensions.GL_ARB_depth_texture = GLQueryExtension(env, ext_set, "GL_ARB_depth_texture");
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extgl_Extensions.GL_ARB_imaging = GLQueryExtension(env, ext_set, "GL_ARB_imaging");
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extgl_Extensions.GL_ARB_depth_texture = GLQueryExtension(env, ext_set, "GL_ARB_depth_texture");
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extgl_Extensions.GL_ARB_fragment_program = GLQueryExtension(env, ext_set, "GL_ARB_fragment_program");
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extgl_Extensions.GL_ARB_imaging = GLQueryExtension(env, ext_set, "GL_ARB_imaging");
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extgl_Extensions.GL_ARB_fragment_program_shadow = GLQueryExtension(env, ext_set, "GL_ARB_fragment_program_shadow");
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extgl_Extensions.GL_ARB_fragment_shader = GLQueryExtension(env, ext_set, "GL_ARB_fragment_shader");
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extgl_Extensions.GL_ARB_matrix_palette = GLQueryExtension(env, ext_set, "GL_ARB_matrix_palette");
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extgl_Extensions.GL_ARB_multisample = GLQueryExtension(env, ext_set, "GL_ARB_multisample");
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extgl_Extensions.GL_ARB_multitexture = GLQueryExtension(env, ext_set, "GL_ARB_multitexture");
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extgl_Extensions.GL_ARB_occlusion_query = GLQueryExtension(env, ext_set, "GL_ARB_occlusion_query");
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extgl_Extensions.GL_ARB_point_parameters = GLQueryExtension(env, ext_set, "GL_ARB_point_parameters");
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extgl_Extensions.GL_ARB_point_sprite = GLQueryExtension(env, ext_set, "GL_ARB_point_sprite");
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extgl_Extensions.GL_ARB_shading_language_100 = GLQueryExtension(env, ext_set, "GL_ARB_shading_language_100");
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extgl_Extensions.GL_ARB_shader_objects = GLQueryExtension(env, ext_set, "GL_ARB_shader_objects");
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extgl_Extensions.GL_ARB_shadow = GLQueryExtension(env, ext_set, "GL_ARB_shadow");
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extgl_Extensions.GL_ARB_shadow_ambient = GLQueryExtension(env, ext_set, "GL_ARB_shadow_ambient");
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@ -563,6 +570,7 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
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extgl_Extensions.GL_ARB_texture_env_crossbar = GLQueryExtension(env, ext_set, "GL_ARB_texture_env_crossbar");
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extgl_Extensions.GL_ARB_texture_env_dot3 = GLQueryExtension(env, ext_set, "GL_ARB_texture_env_dot3");
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extgl_Extensions.GL_ARB_texture_mirrored_repeat = GLQueryExtension(env, ext_set, "GL_ARB_texture_mirrored_repeat");
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extgl_Extensions.GL_ARB_texture_non_power_of_two = GLQueryExtension(env, ext_set, "GL_ARB_texture_non_power_of_two");
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extgl_Extensions.GL_ARB_transpose_matrix = GLQueryExtension(env, ext_set, "GL_ARB_transpose_matrix");
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extgl_Extensions.GL_ARB_vertex_blend = GLQueryExtension(env, ext_set, "GL_ARB_vertex_blend");
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extgl_Extensions.GL_ARB_vertex_buffer_object = GLQueryExtension(env, ext_set, "GL_ARB_vertex_buffer_object");
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@ -572,22 +580,27 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
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extgl_Extensions.GL_EXT_abgr = GLQueryExtension(env, ext_set, "GL_EXT_abgr");
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extgl_Extensions.GL_EXT_bgra = GLQueryExtension(env, ext_set, "GL_EXT_bgra");
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extgl_Extensions.GL_EXT_blend_func_separate = GLQueryExtension(env, ext_set, "GL_EXT_blend_function_separate");
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extgl_Extensions.GL_EXT_blend_func_separate = GLQueryExtension(env, ext_set, "GL_EXT_blend_func_separate");
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extgl_Extensions.GL_EXT_blend_subtract = GLQueryExtension(env, ext_set, "GL_EXT_blend_subtract");
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extgl_Extensions.GL_EXT_compiled_vertex_array = GLQueryExtension(env, ext_set, "GL_EXT_compiled_vertex_array");
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extgl_Extensions.GL_EXT_cull_vertex = GLQueryExtension(env, ext_set, "GL_EXT_cull_vertex");
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extgl_Extensions.GL_EXT_draw_range_elements = GLQueryExtension(env, ext_set, "GL_EXT_draw_range_elements");
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extgl_Extensions.GL_EXT_fog_coord = GLQueryExtension(env, ext_set, "GL_EXT_fog_coord");
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extgl_Extensions.GL_EXT_multi_draw_arrays = GLQueryExtension(env, ext_set, "GL_EXT_multi_draw_arrays");
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extgl_Extensions.GL_EXT_packed_pixels = GLQueryExtension(env, ext_set, "GL_EXT_packed_pixels");
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extgl_Extensions.GL_EXT_point_parameters = GLQueryExtension(env, ext_set, "GL_EXT_point_parameters");
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extgl_Extensions.GL_EXT_rescale_normal = GLQueryExtension(env, ext_set, "GL_EXT_rescale_normal");
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extgl_Extensions.GL_EXT_secondary_color = GLQueryExtension(env, ext_set, "GL_EXT_secondary_color");
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extgl_Extensions.GL_EXT_separate_specular_color = GLQueryExtension(env, ext_set, "GL_EXT_separate_specular_color");
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extgl_Extensions.GL_EXT_shadow_funcs = GLQueryExtension(env, ext_set, "GL_EXT_shadow_funcs");
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extgl_Extensions.GL_EXT_shared_texture_palette = GLQueryExtension(env, ext_set, "GL_EXT_shared_texture_palette");
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extgl_Extensions.GL_EXT_stencil_two_side = GLQueryExtension(env, ext_set, "GL_EXT_stencil_two_side");
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extgl_Extensions.GL_EXT_stencil_wrap = GLQueryExtension(env, ext_set, "GL_EXT_stencil_wrap");
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extgl_Extensions.GL_EXT_texture_compression_s3tc = GLQueryExtension(env, ext_set, "GL_EXT_texture_compression_s3tc");
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extgl_Extensions.GL_EXT_texture_env_combine = GLQueryExtension(env, ext_set, "GL_EXT_texture_env_combine");
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extgl_Extensions.GL_EXT_texture_env_dot3 = GLQueryExtension(env, ext_set, "GL_EXT_texture_env_dot3");
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extgl_Extensions.GL_EXT_texture_filter_anisotropic = GLQueryExtension(env, ext_set, "GL_EXT_texture_filter_anisotropic");
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extgl_Extensions.GL_EXT_texture_lod_bias = GLQueryExtension(env, ext_set, "GL_EXT_texture_lod_bias");
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extgl_Extensions.GL_EXT_texture_rectangle = GLQueryExtension(env, ext_set, "GL_EXT_texture_rectangle");
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extgl_Extensions.GL_EXT_vertex_shader = GLQueryExtension(env, ext_set, "GL_EXT_vertex_shader");
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extgl_Extensions.GL_EXT_vertex_weighting = GLQueryExtension(env, ext_set, "GL_EXT_vertex_weighting");
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@ -597,23 +610,16 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
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extgl_Extensions.GL_ATI_fragment_shader = GLQueryExtension(env, ext_set, "GL_ATI_fragment_shader");
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extgl_Extensions.GL_ATI_map_object_buffer = GLQueryExtension(env, ext_set, "GL_ATI_map_object_buffer");
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extgl_Extensions.GL_ATI_pn_triangles = GLQueryExtension(env, ext_set, "GL_ATI_pn_triangles");
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extgl_Extensions.GL_ATI_point_cull_mode = GLQueryExtension(env, ext_set, "GL_ATI_point_cull_mode");
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extgl_Extensions.GL_ATI_separate_stencil = GLQueryExtension(env, ext_set, "GL_ATI_separate_stencil");
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extgl_Extensions.GL_ATI_text_fragment_shader = GLQueryExtension(env, ext_set, "GL_ATI_text_fragment_shader");
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extgl_Extensions.GL_ATI_texture_float = GLQueryExtension(env, ext_set, "GL_ATI_texture_float");
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extgl_Extensions.GL_ATI_texture_mirror_once = GLQueryExtension(env, ext_set, "GL_ATI_texture_mirror_once");
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extgl_Extensions.GL_ATI_vertex_array_object = GLQueryExtension(env, ext_set, "GL_ATI_vertex_array_object");
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extgl_Extensions.GL_ATI_vertex_attrib_array_object = GLQueryExtension(env, ext_set, "GL_ATI_vertex_attrib_array_object");
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extgl_Extensions.GL_ATI_vertex_streams = GLQueryExtension(env, ext_set, "GL_ATI_vertex_streams");
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extgl_Extensions.GL_ATIX_point_sprites = GLQueryExtension(env, ext_set, "GL_ATIX_point_sprites");
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extgl_Extensions.GL_ATIX_texture_env_route = GLQueryExtension(env, ext_set, "GL_ATIX_texture_env_route");
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extgl_Extensions.GL_HP_occlusion_test = GLQueryExtension(env, ext_set, "GL_HP_occlusion_test");
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extgl_Extensions.GL_ATI_vertex_attrib_array_object = GLQueryExtension(env, ext_set, "GL_ATI_vertex_attrib_array_object");
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extgl_Extensions.GL_NV_blend_square = GLQueryExtension(env, ext_set, "GL_NV_blend_square");
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extgl_Extensions.GL_NV_copy_depth_to_color = GLQueryExtension(env, ext_set, "GL_NV_copy_depth_to_color");
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extgl_Extensions.GL_NV_depth_clamp = GLQueryExtension(env, ext_set, "GL_NV_depth_clamp");
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extgl_Extensions.GL_NV_element_array = GLQueryExtension(env, ext_set, "GL_NV_element_array");
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extgl_Extensions.GL_NV_evaluators = GLQueryExtension(env, ext_set, "GL_NV_evaluators");
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extgl_Extensions.GL_NV_fence = GLQueryExtension(env, ext_set, "GL_NV_fence");
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extgl_Extensions.GL_NV_float_buffer = GLQueryExtension(env, ext_set, "GL_NV_float_buffer");
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@ -621,6 +627,7 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
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extgl_Extensions.GL_NV_fragment_program = GLQueryExtension(env, ext_set, "GL_NV_fragment_program");
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extgl_Extensions.GL_NV_half_float = GLQueryExtension(env, ext_set, "GL_NV_half_float");
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extgl_Extensions.GL_NV_light_max_exponent = GLQueryExtension(env, ext_set, "GL_NV_light_max_exponent");
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extgl_Extensions.GL_NV_multisample_filter_hint = GLQueryExtension(env, ext_set, "GL_NV_multisample_filter_hint");
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extgl_Extensions.GL_NV_occlusion_query = GLQueryExtension(env, ext_set, "GL_NV_occlusion_query");
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extgl_Extensions.GL_NV_packed_depth_stencil = GLQueryExtension(env, ext_set, "GL_NV_packed_depth_stencil");
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extgl_Extensions.GL_NV_pixel_data_range = GLQueryExtension(env, ext_set, "GL_NV_pixel_data_range");
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@ -629,7 +636,9 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
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extgl_Extensions.GL_NV_register_combiners = GLQueryExtension(env, ext_set, "GL_NV_register_combiners");
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extgl_Extensions.GL_NV_register_combiners2 = GLQueryExtension(env, ext_set, "GL_NV_register_combiners2");
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extgl_Extensions.GL_NV_texgen_reflection = GLQueryExtension(env, ext_set, "GL_NV_texgen_reflection");
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extgl_Extensions.GL_NV_texture_compression_vtc = GLQueryExtension(env, ext_set, "GL_NV_texture_compression_vtc");
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extgl_Extensions.GL_NV_texture_env_combine4 = GLQueryExtension(env, ext_set, "GL_NV_texture_env_combine4");
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extgl_Extensions.GL_NV_texture_expand_normal = GLQueryExtension(env, ext_set, "GL_NV_texture_expand_normal");
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extgl_Extensions.GL_NV_texture_rectangle = GLQueryExtension(env, ext_set, "GL_NV_texture_rectangle");
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extgl_Extensions.GL_NV_texture_shader = GLQueryExtension(env, ext_set, "GL_NV_texture_shader");
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extgl_Extensions.GL_NV_texture_shader2 = GLQueryExtension(env, ext_set, "GL_NV_texture_shader2");
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@ -639,10 +648,6 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
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extgl_Extensions.GL_NV_vertex_program = GLQueryExtension(env, ext_set, "GL_NV_vertex_program");
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extgl_Extensions.GL_NV_vertex_program1_1 = GLQueryExtension(env, ext_set, "GL_NV_vertex_program1_1");
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extgl_Extensions.GL_NV_vertex_program2 = GLQueryExtension(env, ext_set, "GL_NV_vertex_program2");
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extgl_Extensions.GL_SGIS_generate_mipmap = GLQueryExtension(env, ext_set, "GL_SGIS_generate_mipmap");
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extgl_Extensions.GL_SGIX_depth_texture = GLQueryExtension(env, ext_set, "GL_SGIX_depth_texture");
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extgl_Extensions.GL_SGIX_shadow = GLQueryExtension(env, ext_set, "GL_SGIX_shadow");
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}
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extern bool extgl_InitOpenGL1_1(JNIEnv *env);
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@ -2054,98 +2054,106 @@ struct ExtensionTypes
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bool OpenGL15;
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bool GL_ARB_imaging;
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bool GL_ARB_depth_texture;
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bool GL_ARB_fragment_program;
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bool GL_ARB_matrix_palette;
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bool GL_ARB_multisample;
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bool GL_ARB_multitexture;
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bool GL_ARB_depth_texture;
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bool GL_ARB_fragment_program;
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bool GL_ARB_fragment_program_shadow;
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bool GL_ARB_fragment_shader;
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bool GL_ARB_matrix_palette;
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bool GL_ARB_multisample;
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bool GL_ARB_multitexture;
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bool GL_ARB_occlusion_query;
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bool GL_ARB_point_parameters;
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bool GL_ARB_point_parameters;
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bool GL_ARB_point_sprite;
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bool GL_ARB_shading_language_100;
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bool GL_ARB_shader_objects;
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bool GL_ARB_shadow;
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bool GL_ARB_shadow_ambient;
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bool GL_ARB_texture_border_clamp;
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bool GL_ARB_texture_compression;
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bool GL_ARB_texture_cube_map;
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bool GL_ARB_texture_env_add;
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bool GL_ARB_texture_env_dot3;
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bool GL_ARB_texture_env_combine;
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bool GL_ARB_texture_env_crossbar;
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bool GL_ARB_texture_mirrored_repeat;
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bool GL_ARB_transpose_matrix;
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bool GL_ARB_vertex_blend;
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bool GL_ARB_vertex_buffer_object;
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bool GL_ARB_vertex_program;
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bool GL_ARB_shadow;
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bool GL_ARB_shadow_ambient;
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bool GL_ARB_texture_border_clamp;
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bool GL_ARB_texture_compression;
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bool GL_ARB_texture_cube_map;
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bool GL_ARB_texture_env_add;
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bool GL_ARB_texture_env_combine;
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bool GL_ARB_texture_env_crossbar;
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bool GL_ARB_texture_env_dot3;
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bool GL_ARB_texture_mirrored_repeat;
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bool GL_ARB_texture_non_power_of_two;
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bool GL_ARB_transpose_matrix;
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bool GL_ARB_vertex_blend;
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bool GL_ARB_vertex_buffer_object;
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bool GL_ARB_vertex_program;
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bool GL_ARB_vertex_shader;
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bool GL_ARB_window_pos;
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bool GL_EXT_abgr;
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bool GL_EXT_bgra;
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bool GL_EXT_blend_func_separate;
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bool GL_EXT_compiled_vertex_array;
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bool GL_EXT_cull_vertex;
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bool GL_EXT_fog_coord;
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bool GL_EXT_multi_draw_arrays;
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bool GL_EXT_point_parameters;
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bool GL_EXT_secondary_color;
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bool GL_EXT_separate_specular_color;
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bool GL_EXT_shadow_funcs;
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bool GL_EXT_stencil_two_side;
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bool GL_EXT_stencil_wrap;
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bool GL_EXT_texture_compression_s3tc;
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bool GL_EXT_texture_env_combine;
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bool GL_EXT_texture_filter_anisotropic;
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bool GL_EXT_texture_lod_bias;
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bool GL_EXT_vertex_shader;
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bool GL_EXT_vertex_weighting;
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bool GL_EXT_draw_range_elements;
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bool GL_ATI_draw_buffers;
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bool GL_ATI_element_array;
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bool GL_ATI_envmap_bumpmap;
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bool GL_ATI_fragment_shader;
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bool GL_ATI_map_object_buffer;
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bool GL_ATI_pn_triangles;
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bool GL_ATI_point_cull_mode;
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bool GL_ATI_separate_stencil;
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bool GL_ATI_text_fragment_shader;
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bool GL_ATI_texture_mirror_once;
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bool GL_ATI_vertex_array_object;
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bool GL_ATI_vertex_attrib_array_object;
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bool GL_ATI_vertex_streams;
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bool GL_ATIX_point_sprites;
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bool GL_ATIX_texture_env_route;
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bool GL_HP_occlusion_test;
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bool GL_NV_blend_square;
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bool GL_NV_copy_depth_to_color;
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bool GL_NV_depth_clamp;
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bool GL_NV_element_array;
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bool GL_NV_evaluators;
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bool GL_NV_fence;
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bool GL_NV_float_buffer;
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bool GL_NV_fog_distance;
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bool GL_NV_fragment_program;
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bool GL_NV_half_float;
|
||||
bool GL_NV_light_max_exponent;
|
||||
bool GL_NV_occlusion_query;
|
||||
bool GL_NV_packed_depth_stencil;
|
||||
bool GL_NV_pixel_data_range;
|
||||
bool GL_NV_point_sprite;
|
||||
bool GL_NV_primitive_restart;
|
||||
bool GL_NV_register_combiners;
|
||||
bool GL_NV_register_combiners2;
|
||||
bool GL_NV_texgen_reflection;
|
||||
bool GL_NV_texture_env_combine4;
|
||||
bool GL_NV_texture_rectangle;
|
||||
bool GL_NV_texture_shader;
|
||||
bool GL_NV_texture_shader2;
|
||||
bool GL_NV_texture_shader3;
|
||||
bool GL_NV_vertex_array_range;
|
||||
bool GL_NV_vertex_array_range2;
|
||||
bool GL_NV_vertex_program;
|
||||
bool GL_NV_vertex_program1_1;
|
||||
bool GL_NV_vertex_program2;
|
||||
bool GL_SGIS_generate_mipmap;
|
||||
bool GL_SGIX_shadow;
|
||||
bool GL_SGIX_depth_texture;
|
||||
bool GL_ARB_window_pos;
|
||||
|
||||
bool GL_EXT_abgr;
|
||||
bool GL_EXT_bgra;
|
||||
bool GL_EXT_blend_func_separate;
|
||||
bool GL_EXT_blend_subtract;
|
||||
bool GL_EXT_compiled_vertex_array;
|
||||
bool GL_EXT_draw_range_elements;
|
||||
bool GL_EXT_fog_coord;
|
||||
bool GL_EXT_multi_draw_arrays;
|
||||
bool GL_EXT_packed_pixels;
|
||||
bool GL_EXT_point_parameters;
|
||||
bool GL_EXT_rescale_normal;
|
||||
bool GL_EXT_secondary_color;
|
||||
bool GL_EXT_separate_specular_color;
|
||||
bool GL_EXT_shadow_funcs;
|
||||
bool GL_EXT_shared_texture_palette;
|
||||
bool GL_EXT_stencil_two_side;
|
||||
bool GL_EXT_stencil_wrap;
|
||||
bool GL_EXT_texture_compression_s3tc;
|
||||
bool GL_EXT_texture_env_combine;
|
||||
bool GL_EXT_texture_env_dot3;
|
||||
bool GL_EXT_texture_filter_anisotropic;
|
||||
bool GL_EXT_texture_lod_bias;
|
||||
bool GL_EXT_texture_rectangle;
|
||||
bool GL_EXT_vertex_shader;
|
||||
bool GL_EXT_vertex_weighting;
|
||||
|
||||
bool GL_ATI_draw_buffers;
|
||||
bool GL_ATI_element_array;
|
||||
bool GL_ATI_envmap_bumpmap;
|
||||
bool GL_ATI_fragment_shader;
|
||||
bool GL_ATI_map_object_buffer;
|
||||
bool GL_ATI_pn_triangles;
|
||||
bool GL_ATI_separate_stencil;
|
||||
bool GL_ATI_texture_float;
|
||||
bool GL_ATI_texture_mirror_once;
|
||||
bool GL_ATI_vertex_array_object;
|
||||
bool GL_ATI_vertex_streams;
|
||||
bool GL_ATI_vertex_attrib_array_object;
|
||||
|
||||
bool GL_NV_blend_square;
|
||||
bool GL_NV_copy_depth_to_color;
|
||||
bool GL_NV_depth_clamp;
|
||||
bool GL_NV_evaluators;
|
||||
bool GL_NV_fence;
|
||||
bool GL_NV_float_buffer;
|
||||
bool GL_NV_fog_distance;
|
||||
bool GL_NV_fragment_program;
|
||||
bool GL_NV_half_float;
|
||||
bool GL_NV_light_max_exponent;
|
||||
bool GL_NV_multisample_filter_hint;
|
||||
bool GL_NV_occlusion_query;
|
||||
bool GL_NV_packed_depth_stencil;
|
||||
bool GL_NV_pixel_data_range;
|
||||
bool GL_NV_point_sprite;
|
||||
bool GL_NV_primitive_restart;
|
||||
bool GL_NV_register_combiners;
|
||||
bool GL_NV_register_combiners2;
|
||||
bool GL_NV_texgen_reflection;
|
||||
bool GL_NV_texture_compression_vtc;
|
||||
bool GL_NV_texture_env_combine4;
|
||||
bool GL_NV_texture_expand_normal;
|
||||
bool GL_NV_texture_rectangle;
|
||||
bool GL_NV_texture_shader;
|
||||
bool GL_NV_texture_shader2;
|
||||
bool GL_NV_texture_shader3;
|
||||
bool GL_NV_vertex_array_range;
|
||||
bool GL_NV_vertex_array_range2;
|
||||
bool GL_NV_vertex_program;
|
||||
bool GL_NV_vertex_program1_1;
|
||||
bool GL_NV_vertex_program2;
|
||||
};
|
||||
|
||||
extern struct ExtensionTypes extgl_Extensions;
|
||||
|
|
Loading…
Reference in New Issue