Fixed missing/erroneous extension queries.

This commit is contained in:
Ioannis Tsakpinis 2004-03-18 22:00:09 +00:00
parent a31362a30a
commit eeb01b8da5
3 changed files with 128 additions and 115 deletions

View File

@ -69,34 +69,34 @@ public final class GLContext {
public static boolean GL_ARB_occlusion_query;
public static boolean GL_ARB_point_parameters;
public static boolean GL_ARB_point_sprite;
public static boolean GL_ARB_shading_language;
public static boolean GL_ARB_shading_language_100;
public static boolean GL_ARB_shader_objects;
public static boolean GL_ARB_shadow;
public static boolean GL_ARB_shadow_ambient;
public static boolean GL_ARB_texture_border_clamp;
public static boolean GL_ARB_texture_compression;
public static boolean GL_ARB_texture_cube_map;
public static boolean GL_ARB_texture_env_add;
public static boolean GL_ARB_texture_env_dot3;
public static boolean GL_ARB_texture_env_combine;
public static boolean GL_ARB_texture_env_crossbar;
public static boolean GL_ARB_texture_border_clamp;
public static boolean GL_ARB_texture_cube_map;
public static boolean GL_ARB_texture_env_dot3;
public static boolean GL_ARB_texture_mirrored_repeat;
public static boolean GL_ARB_texture_non_power_of_two;
public static boolean GL_ARB_transpose_matrix;
public static boolean GL_ARB_vertex_blend;
public static boolean GL_ARB_vertex_program;
public static boolean GL_ARB_vertex_buffer_object;
public static boolean GL_ARB_vertex_program;
public static boolean GL_ARB_vertex_shader;
public static boolean GL_ARB_window_pos;
public static boolean GL_EXT_abgr;
public static boolean GL_EXT_bgra;
public static boolean GL_EXT_blend_function_separate;
public static boolean GL_EXT_blend_func_separate;
public static boolean GL_EXT_blend_subtract;
public static boolean GL_EXT_compiled_vertex_array;
public static boolean GL_EXT_draw_range_elements;
public static boolean GL_EXT_multi_draw_arrays;
public static boolean GL_EXT_fog_coord;
public static boolean GL_EXT_multi_draw_arrays;
public static boolean GL_EXT_packed_pixels;
public static boolean GL_EXT_point_parameters;
public static boolean GL_EXT_rescale_normal;
@ -121,21 +121,21 @@ public final class GLContext {
public static boolean GL_ATI_fragment_shader;
public static boolean GL_ATI_map_object_buffer;
public static boolean GL_ATI_pn_triangles;
public static boolean GL_ATI_separate_stencil;
public static boolean GL_ATI_texture_float;
public static boolean GL_ATI_texture_mirror_once;
public static boolean GL_ATI_vertex_array_object;
public static boolean GL_ATI_vertex_attrib_array_object;
public static boolean GL_ATI_vertex_streams;
public static boolean GL_ATI_separate_stencil;
public static boolean GL_ATI_vertex_attrib_array_object;
public static boolean GL_NV_blend_square;
public static boolean GL_NV_copy_depth_to_color;
public static boolean GL_NV_depth_clamp;
public static boolean GL_NV_evaluators;
public static boolean GL_NV_fence;
public static boolean GL_NV_fragment_program;
public static boolean GL_NV_float_buffer;
public static boolean GL_NV_fog_distance;
public static boolean GL_NV_fragment_program;
public static boolean GL_NV_half_float;
public static boolean GL_NV_light_max_exponent;
public static boolean GL_NV_multisample_filter_hint;

View File

@ -544,14 +544,21 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
break;
}
}
extgl_Extensions.GL_ARB_depth_texture = GLQueryExtension(env, ext_set, "GL_ARB_depth_texture");
extgl_Extensions.GL_ARB_imaging = GLQueryExtension(env, ext_set, "GL_ARB_imaging");
extgl_Extensions.GL_ARB_depth_texture = GLQueryExtension(env, ext_set, "GL_ARB_depth_texture");
extgl_Extensions.GL_ARB_fragment_program = GLQueryExtension(env, ext_set, "GL_ARB_fragment_program");
extgl_Extensions.GL_ARB_imaging = GLQueryExtension(env, ext_set, "GL_ARB_imaging");
extgl_Extensions.GL_ARB_fragment_program_shadow = GLQueryExtension(env, ext_set, "GL_ARB_fragment_program_shadow");
extgl_Extensions.GL_ARB_fragment_shader = GLQueryExtension(env, ext_set, "GL_ARB_fragment_shader");
extgl_Extensions.GL_ARB_matrix_palette = GLQueryExtension(env, ext_set, "GL_ARB_matrix_palette");
extgl_Extensions.GL_ARB_multisample = GLQueryExtension(env, ext_set, "GL_ARB_multisample");
extgl_Extensions.GL_ARB_multitexture = GLQueryExtension(env, ext_set, "GL_ARB_multitexture");
extgl_Extensions.GL_ARB_occlusion_query = GLQueryExtension(env, ext_set, "GL_ARB_occlusion_query");
extgl_Extensions.GL_ARB_point_parameters = GLQueryExtension(env, ext_set, "GL_ARB_point_parameters");
extgl_Extensions.GL_ARB_point_sprite = GLQueryExtension(env, ext_set, "GL_ARB_point_sprite");
extgl_Extensions.GL_ARB_shading_language_100 = GLQueryExtension(env, ext_set, "GL_ARB_shading_language_100");
extgl_Extensions.GL_ARB_shader_objects = GLQueryExtension(env, ext_set, "GL_ARB_shader_objects");
extgl_Extensions.GL_ARB_shadow = GLQueryExtension(env, ext_set, "GL_ARB_shadow");
extgl_Extensions.GL_ARB_shadow_ambient = GLQueryExtension(env, ext_set, "GL_ARB_shadow_ambient");
@ -563,6 +570,7 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
extgl_Extensions.GL_ARB_texture_env_crossbar = GLQueryExtension(env, ext_set, "GL_ARB_texture_env_crossbar");
extgl_Extensions.GL_ARB_texture_env_dot3 = GLQueryExtension(env, ext_set, "GL_ARB_texture_env_dot3");
extgl_Extensions.GL_ARB_texture_mirrored_repeat = GLQueryExtension(env, ext_set, "GL_ARB_texture_mirrored_repeat");
extgl_Extensions.GL_ARB_texture_non_power_of_two = GLQueryExtension(env, ext_set, "GL_ARB_texture_non_power_of_two");
extgl_Extensions.GL_ARB_transpose_matrix = GLQueryExtension(env, ext_set, "GL_ARB_transpose_matrix");
extgl_Extensions.GL_ARB_vertex_blend = GLQueryExtension(env, ext_set, "GL_ARB_vertex_blend");
extgl_Extensions.GL_ARB_vertex_buffer_object = GLQueryExtension(env, ext_set, "GL_ARB_vertex_buffer_object");
@ -572,22 +580,27 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
extgl_Extensions.GL_EXT_abgr = GLQueryExtension(env, ext_set, "GL_EXT_abgr");
extgl_Extensions.GL_EXT_bgra = GLQueryExtension(env, ext_set, "GL_EXT_bgra");
extgl_Extensions.GL_EXT_blend_func_separate = GLQueryExtension(env, ext_set, "GL_EXT_blend_function_separate");
extgl_Extensions.GL_EXT_blend_func_separate = GLQueryExtension(env, ext_set, "GL_EXT_blend_func_separate");
extgl_Extensions.GL_EXT_blend_subtract = GLQueryExtension(env, ext_set, "GL_EXT_blend_subtract");
extgl_Extensions.GL_EXT_compiled_vertex_array = GLQueryExtension(env, ext_set, "GL_EXT_compiled_vertex_array");
extgl_Extensions.GL_EXT_cull_vertex = GLQueryExtension(env, ext_set, "GL_EXT_cull_vertex");
extgl_Extensions.GL_EXT_draw_range_elements = GLQueryExtension(env, ext_set, "GL_EXT_draw_range_elements");
extgl_Extensions.GL_EXT_fog_coord = GLQueryExtension(env, ext_set, "GL_EXT_fog_coord");
extgl_Extensions.GL_EXT_multi_draw_arrays = GLQueryExtension(env, ext_set, "GL_EXT_multi_draw_arrays");
extgl_Extensions.GL_EXT_packed_pixels = GLQueryExtension(env, ext_set, "GL_EXT_packed_pixels");
extgl_Extensions.GL_EXT_point_parameters = GLQueryExtension(env, ext_set, "GL_EXT_point_parameters");
extgl_Extensions.GL_EXT_rescale_normal = GLQueryExtension(env, ext_set, "GL_EXT_rescale_normal");
extgl_Extensions.GL_EXT_secondary_color = GLQueryExtension(env, ext_set, "GL_EXT_secondary_color");
extgl_Extensions.GL_EXT_separate_specular_color = GLQueryExtension(env, ext_set, "GL_EXT_separate_specular_color");
extgl_Extensions.GL_EXT_shadow_funcs = GLQueryExtension(env, ext_set, "GL_EXT_shadow_funcs");
extgl_Extensions.GL_EXT_shared_texture_palette = GLQueryExtension(env, ext_set, "GL_EXT_shared_texture_palette");
extgl_Extensions.GL_EXT_stencil_two_side = GLQueryExtension(env, ext_set, "GL_EXT_stencil_two_side");
extgl_Extensions.GL_EXT_stencil_wrap = GLQueryExtension(env, ext_set, "GL_EXT_stencil_wrap");
extgl_Extensions.GL_EXT_texture_compression_s3tc = GLQueryExtension(env, ext_set, "GL_EXT_texture_compression_s3tc");
extgl_Extensions.GL_EXT_texture_env_combine = GLQueryExtension(env, ext_set, "GL_EXT_texture_env_combine");
extgl_Extensions.GL_EXT_texture_env_dot3 = GLQueryExtension(env, ext_set, "GL_EXT_texture_env_dot3");
extgl_Extensions.GL_EXT_texture_filter_anisotropic = GLQueryExtension(env, ext_set, "GL_EXT_texture_filter_anisotropic");
extgl_Extensions.GL_EXT_texture_lod_bias = GLQueryExtension(env, ext_set, "GL_EXT_texture_lod_bias");
extgl_Extensions.GL_EXT_texture_rectangle = GLQueryExtension(env, ext_set, "GL_EXT_texture_rectangle");
extgl_Extensions.GL_EXT_vertex_shader = GLQueryExtension(env, ext_set, "GL_EXT_vertex_shader");
extgl_Extensions.GL_EXT_vertex_weighting = GLQueryExtension(env, ext_set, "GL_EXT_vertex_weighting");
@ -597,23 +610,16 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
extgl_Extensions.GL_ATI_fragment_shader = GLQueryExtension(env, ext_set, "GL_ATI_fragment_shader");
extgl_Extensions.GL_ATI_map_object_buffer = GLQueryExtension(env, ext_set, "GL_ATI_map_object_buffer");
extgl_Extensions.GL_ATI_pn_triangles = GLQueryExtension(env, ext_set, "GL_ATI_pn_triangles");
extgl_Extensions.GL_ATI_point_cull_mode = GLQueryExtension(env, ext_set, "GL_ATI_point_cull_mode");
extgl_Extensions.GL_ATI_separate_stencil = GLQueryExtension(env, ext_set, "GL_ATI_separate_stencil");
extgl_Extensions.GL_ATI_text_fragment_shader = GLQueryExtension(env, ext_set, "GL_ATI_text_fragment_shader");
extgl_Extensions.GL_ATI_texture_float = GLQueryExtension(env, ext_set, "GL_ATI_texture_float");
extgl_Extensions.GL_ATI_texture_mirror_once = GLQueryExtension(env, ext_set, "GL_ATI_texture_mirror_once");
extgl_Extensions.GL_ATI_vertex_array_object = GLQueryExtension(env, ext_set, "GL_ATI_vertex_array_object");
extgl_Extensions.GL_ATI_vertex_attrib_array_object = GLQueryExtension(env, ext_set, "GL_ATI_vertex_attrib_array_object");
extgl_Extensions.GL_ATI_vertex_streams = GLQueryExtension(env, ext_set, "GL_ATI_vertex_streams");
extgl_Extensions.GL_ATIX_point_sprites = GLQueryExtension(env, ext_set, "GL_ATIX_point_sprites");
extgl_Extensions.GL_ATIX_texture_env_route = GLQueryExtension(env, ext_set, "GL_ATIX_texture_env_route");
extgl_Extensions.GL_HP_occlusion_test = GLQueryExtension(env, ext_set, "GL_HP_occlusion_test");
extgl_Extensions.GL_ATI_vertex_attrib_array_object = GLQueryExtension(env, ext_set, "GL_ATI_vertex_attrib_array_object");
extgl_Extensions.GL_NV_blend_square = GLQueryExtension(env, ext_set, "GL_NV_blend_square");
extgl_Extensions.GL_NV_copy_depth_to_color = GLQueryExtension(env, ext_set, "GL_NV_copy_depth_to_color");
extgl_Extensions.GL_NV_depth_clamp = GLQueryExtension(env, ext_set, "GL_NV_depth_clamp");
extgl_Extensions.GL_NV_element_array = GLQueryExtension(env, ext_set, "GL_NV_element_array");
extgl_Extensions.GL_NV_evaluators = GLQueryExtension(env, ext_set, "GL_NV_evaluators");
extgl_Extensions.GL_NV_fence = GLQueryExtension(env, ext_set, "GL_NV_fence");
extgl_Extensions.GL_NV_float_buffer = GLQueryExtension(env, ext_set, "GL_NV_float_buffer");
@ -621,6 +627,7 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
extgl_Extensions.GL_NV_fragment_program = GLQueryExtension(env, ext_set, "GL_NV_fragment_program");
extgl_Extensions.GL_NV_half_float = GLQueryExtension(env, ext_set, "GL_NV_half_float");
extgl_Extensions.GL_NV_light_max_exponent = GLQueryExtension(env, ext_set, "GL_NV_light_max_exponent");
extgl_Extensions.GL_NV_multisample_filter_hint = GLQueryExtension(env, ext_set, "GL_NV_multisample_filter_hint");
extgl_Extensions.GL_NV_occlusion_query = GLQueryExtension(env, ext_set, "GL_NV_occlusion_query");
extgl_Extensions.GL_NV_packed_depth_stencil = GLQueryExtension(env, ext_set, "GL_NV_packed_depth_stencil");
extgl_Extensions.GL_NV_pixel_data_range = GLQueryExtension(env, ext_set, "GL_NV_pixel_data_range");
@ -629,7 +636,9 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
extgl_Extensions.GL_NV_register_combiners = GLQueryExtension(env, ext_set, "GL_NV_register_combiners");
extgl_Extensions.GL_NV_register_combiners2 = GLQueryExtension(env, ext_set, "GL_NV_register_combiners2");
extgl_Extensions.GL_NV_texgen_reflection = GLQueryExtension(env, ext_set, "GL_NV_texgen_reflection");
extgl_Extensions.GL_NV_texture_compression_vtc = GLQueryExtension(env, ext_set, "GL_NV_texture_compression_vtc");
extgl_Extensions.GL_NV_texture_env_combine4 = GLQueryExtension(env, ext_set, "GL_NV_texture_env_combine4");
extgl_Extensions.GL_NV_texture_expand_normal = GLQueryExtension(env, ext_set, "GL_NV_texture_expand_normal");
extgl_Extensions.GL_NV_texture_rectangle = GLQueryExtension(env, ext_set, "GL_NV_texture_rectangle");
extgl_Extensions.GL_NV_texture_shader = GLQueryExtension(env, ext_set, "GL_NV_texture_shader");
extgl_Extensions.GL_NV_texture_shader2 = GLQueryExtension(env, ext_set, "GL_NV_texture_shader2");
@ -639,10 +648,6 @@ static void extgl_InitSupportedExtensions(JNIEnv *env, jobject ext_set)
extgl_Extensions.GL_NV_vertex_program = GLQueryExtension(env, ext_set, "GL_NV_vertex_program");
extgl_Extensions.GL_NV_vertex_program1_1 = GLQueryExtension(env, ext_set, "GL_NV_vertex_program1_1");
extgl_Extensions.GL_NV_vertex_program2 = GLQueryExtension(env, ext_set, "GL_NV_vertex_program2");
extgl_Extensions.GL_SGIS_generate_mipmap = GLQueryExtension(env, ext_set, "GL_SGIS_generate_mipmap");
extgl_Extensions.GL_SGIX_depth_texture = GLQueryExtension(env, ext_set, "GL_SGIX_depth_texture");
extgl_Extensions.GL_SGIX_shadow = GLQueryExtension(env, ext_set, "GL_SGIX_shadow");
}
extern bool extgl_InitOpenGL1_1(JNIEnv *env);

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@ -2054,98 +2054,106 @@ struct ExtensionTypes
bool OpenGL15;
bool GL_ARB_imaging;
bool GL_ARB_depth_texture;
bool GL_ARB_fragment_program;
bool GL_ARB_matrix_palette;
bool GL_ARB_multisample;
bool GL_ARB_multitexture;
bool GL_ARB_depth_texture;
bool GL_ARB_fragment_program;
bool GL_ARB_fragment_program_shadow;
bool GL_ARB_fragment_shader;
bool GL_ARB_matrix_palette;
bool GL_ARB_multisample;
bool GL_ARB_multitexture;
bool GL_ARB_occlusion_query;
bool GL_ARB_point_parameters;
bool GL_ARB_point_parameters;
bool GL_ARB_point_sprite;
bool GL_ARB_shading_language_100;
bool GL_ARB_shader_objects;
bool GL_ARB_shadow;
bool GL_ARB_shadow_ambient;
bool GL_ARB_texture_border_clamp;
bool GL_ARB_texture_compression;
bool GL_ARB_texture_cube_map;
bool GL_ARB_texture_env_add;
bool GL_ARB_texture_env_dot3;
bool GL_ARB_texture_env_combine;
bool GL_ARB_texture_env_crossbar;
bool GL_ARB_texture_mirrored_repeat;
bool GL_ARB_transpose_matrix;
bool GL_ARB_vertex_blend;
bool GL_ARB_vertex_buffer_object;
bool GL_ARB_vertex_program;
bool GL_ARB_shadow;
bool GL_ARB_shadow_ambient;
bool GL_ARB_texture_border_clamp;
bool GL_ARB_texture_compression;
bool GL_ARB_texture_cube_map;
bool GL_ARB_texture_env_add;
bool GL_ARB_texture_env_combine;
bool GL_ARB_texture_env_crossbar;
bool GL_ARB_texture_env_dot3;
bool GL_ARB_texture_mirrored_repeat;
bool GL_ARB_texture_non_power_of_two;
bool GL_ARB_transpose_matrix;
bool GL_ARB_vertex_blend;
bool GL_ARB_vertex_buffer_object;
bool GL_ARB_vertex_program;
bool GL_ARB_vertex_shader;
bool GL_ARB_window_pos;
bool GL_EXT_abgr;
bool GL_EXT_bgra;
bool GL_EXT_blend_func_separate;
bool GL_EXT_compiled_vertex_array;
bool GL_EXT_cull_vertex;
bool GL_EXT_fog_coord;
bool GL_EXT_multi_draw_arrays;
bool GL_EXT_point_parameters;
bool GL_EXT_secondary_color;
bool GL_EXT_separate_specular_color;
bool GL_EXT_shadow_funcs;
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_filter_anisotropic;
bool GL_EXT_texture_lod_bias;
bool GL_EXT_vertex_shader;
bool GL_EXT_vertex_weighting;
bool GL_EXT_draw_range_elements;
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_point_cull_mode;
bool GL_ATI_separate_stencil;
bool GL_ATI_text_fragment_shader;
bool GL_ATI_texture_mirror_once;
bool GL_ATI_vertex_array_object;
bool GL_ATI_vertex_attrib_array_object;
bool GL_ATI_vertex_streams;
bool GL_ATIX_point_sprites;
bool GL_ATIX_texture_env_route;
bool GL_HP_occlusion_test;
bool GL_NV_blend_square;
bool GL_NV_copy_depth_to_color;
bool GL_NV_depth_clamp;
bool GL_NV_element_array;
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_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;