+#ifdef USE_GLES2
+#ifdef __IPHONEOS__
+#include <OpenGLES/ES2/gl.h>
+#else
+#include <SDL_opengles.h>
+#endif
+
+GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);}
+GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);}
+GLboolean wrapglIsFramebuffer(GLuint framebuffer) {return glIsFramebuffer(framebuffer);}
+//GLboolean wrapglIsQuery(GLuint qid) {return glIsQuery(qid);}
+GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {return glIsRenderbuffer(renderbuffer);}
+//GLboolean wrapglUnmapBuffer(GLenum target) {return glUnmapBuffer(target);}
+GLenum wrapglCheckFramebufferStatus(GLenum target) {return glCheckFramebufferStatus(target);}
+GLenum wrapglGetError(void) {return glGetError();}
+GLuint wrapglCreateProgram(void) {return glCreateProgram();}
+GLuint wrapglCreateShader(GLenum shaderType) {return glCreateShader(shaderType);}
+//GLuint wrapglGetHandle(GLenum pname) {return glGetHandle(pname);}
+GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {return glGetAttribLocation(programObj, name);}
+GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {return glGetUniformLocation(programObj, name);}
+//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {return glMapBuffer(target, access);}
+const GLubyte* wrapglGetString(GLenum name) {return glGetString(name);}
+void wrapglActiveStencilFace(GLenum e) {Con_Printf("glActiveStencilFace(e)\n");}
+void wrapglActiveTexture(GLenum e) {glActiveTexture(e);}
+void wrapglAlphaFunc(GLenum func, GLclampf ref) {Con_Printf("glAlphaFunc(func, ref)\n");}
+void wrapglArrayElement(GLint i) {Con_Printf("glArrayElement(i)\n");}
+void wrapglAttachShader(GLuint containerObj, GLuint obj) {glAttachShader(containerObj, obj);}
+//void wrapglBegin(GLenum mode) {Con_Printf("glBegin(mode)\n");}
+//void wrapglBeginQuery(GLenum target, GLuint qid) {glBeginQuery(target, qid);}
+void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindAttribLocation(programObj, index, name);}
+void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindFragDataLocation(programObj, index, name);}
+void wrapglBindBuffer(GLenum target, GLuint buffer) {glBindBuffer(target, buffer);}
+void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {glBindFramebuffer(target, framebuffer);}
+void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {glBindRenderbuffer(target, renderbuffer);}
+void wrapglBindTexture(GLenum target, GLuint texture) {glBindTexture(target, texture);}
+void wrapglBlendEquation(GLenum e) {glBlendEquation(e);}
+void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {glBlendFunc(sfactor, dfactor);}
+void wrapglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {glBufferData(target, size, data, usage);}
+void wrapglBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) {glBufferSubData(target, offset, size, data);}
+void wrapglClear(GLbitfield mask) {glClear(mask);}
+void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {glClearColor(red, green, blue, alpha);}
+void wrapglClearDepth(GLclampd depth) {glClearDepthf((float)depth);}
+void wrapglClearStencil(GLint s) {glClearStencil(s);}
+void wrapglClientActiveTexture(GLenum target) {Con_Printf("glClientActiveTexture(target)\n");}
+void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {Con_Printf("glColor4f(red, green, blue, alpha)\n");}
+void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {Con_Printf("glColor4ub(red, green, blue, alpha)\n");}
+void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {glColorMask(red, green, blue, alpha);}
+void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glColorPointer(size, type, stride, ptr)\n");}
+void wrapglCompileShader(GLuint shaderObj) {glCompileShader(shaderObj);}
+void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);}
+void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");}
+void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);}
+void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");}
+void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);}
+void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);}
+void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");}
+void wrapglCullFace(GLenum mode) {glCullFace(mode);}
+void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {glDeleteBuffers(n, buffers);}
+void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {glDeleteFramebuffers(n, framebuffers);}
+void wrapglDeleteShader(GLuint obj) {glDeleteShader(obj);}
+void wrapglDeleteProgram(GLuint obj) {glDeleteProgram(obj);}
+//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {glDeleteQueries(n, ids);}
+void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {glDeleteRenderbuffers(n, renderbuffers);}
+void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {glDeleteTextures(n, textures);}
+void wrapglDepthFunc(GLenum func) {glDepthFunc(func);}
+void wrapglDepthMask(GLboolean flag) {glDepthMask(flag);}
+void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {glDepthRangef((float)near_val, (float)far_val);}
+void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {glDetachShader(containerObj, attachedObj);}
+void wrapglDisable(GLenum cap) {glDisable(cap);}
+void wrapglDisableClientState(GLenum cap) {Con_Printf("glDisableClientState(cap)\n");}
+void wrapglDisableVertexAttribArray(GLuint index) {glDisableVertexAttribArray(index);}
+void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {glDrawArrays(mode, first, count);}
+void wrapglDrawBuffer(GLenum mode) {Con_Printf("glDrawBuffer(mode)\n");}
+void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {Con_Printf("glDrawBuffers(n, bufs)\n");}
+void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {glDrawElements(mode, count, type, indices);}
+//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);}
+//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);}
+void wrapglEnable(GLenum cap) {glEnable(cap);}
+void wrapglEnableClientState(GLenum cap) {Con_Printf("glEnableClientState(cap)\n");}
+void wrapglEnableVertexAttribArray(GLuint index) {glEnableVertexAttribArray(index);}
+//void wrapglEnd(void) {Con_Printf("glEnd()\n");}
+//void wrapglEndQuery(GLenum target) {glEndQuery(target);}
+void wrapglFinish(void) {glFinish();}
+void wrapglFlush(void) {glFlush();}
+void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);}
+void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {glFramebufferTexture2D(target, attachment, textarget, texture, level);}
+void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {Con_Printf("glFramebufferTexture3D()\n");}
+void wrapglGenBuffers(GLsizei n, GLuint *buffers) {glGenBuffers(n, buffers);}
+void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {glGenFramebuffers(n, framebuffers);}
+//void wrapglGenQueries(GLsizei n, GLuint *ids) {glGenQueries(n, ids);}
+void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {glGenRenderbuffers(n, renderbuffers);}
+void wrapglGenTextures(GLsizei n, GLuint *textures) {glGenTextures(n, textures);}
+void wrapglGenerateMipmap(GLenum target) {glGenerateMipmap(target);}
+void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);}
+void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveUniform(programObj, index, maxLength, length, size, type, name);}
+void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {glGetAttachedShaders(containerObj, maxCount, count, obj);}
+void wrapglGetBooleanv(GLenum pname, GLboolean *params) {glGetBooleanv(pname, params);}
+void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {Con_Printf("glGetCompressedTexImage(target, lod, img)\n");}
+void wrapglGetDoublev(GLenum pname, GLdouble *params) {Con_Printf("glGetDoublev(pname, params)\n");}
+void wrapglGetFloatv(GLenum pname, GLfloat *params) {glGetFloatv(pname, params);}
+void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);}
+void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetShaderInfoLog(obj, maxLength, length, infoLog);}
+void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetProgramInfoLog(obj, maxLength, length, infoLog);}
+void wrapglGetIntegerv(GLenum pname, GLint *params) {glGetIntegerv(pname, params);}
+void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {glGetShaderiv(obj, pname, params);}
+void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {glGetProgramiv(obj, pname, params);}
+//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {glGetQueryObjectiv(qid, pname, params);}
+//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {glGetQueryObjectuiv(qid, pname, params);}
+//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {glGetQueryiv(target, pname, params);}
+void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {glGetRenderbufferParameteriv(target, pname, params);}
+void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {glGetShaderSource(obj, maxLength, length, source);}
+void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");}
+void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");}
+void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");}
+void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glGetTexParameterfv(target, pname, params);}
+void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {glGetTexParameteriv(target, pname, params);}
+void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {glGetUniformfv(programObj, location, params);}
+void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {glGetUniformiv(programObj, location, params);}
+void wrapglHint(GLenum target, GLenum mode) {glHint(target, mode);}
+void wrapglLineWidth(GLfloat width) {glLineWidth(width);}
+void wrapglLinkProgram(GLuint programObj) {glLinkProgram(programObj);}
+void wrapglLoadIdentity(void) {Con_Printf("glLoadIdentity()\n");}
+void wrapglLoadMatrixf(const GLfloat *m) {Con_Printf("glLoadMatrixf(m)\n");}
+void wrapglMatrixMode(GLenum mode) {Con_Printf("glMatrixMode(mode)\n");}
+void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {Con_Printf("glMultiTexCoord1f(target, s)\n");}
+void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {Con_Printf("glMultiTexCoord2f(target, s, t)\n");}
+void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");}
+void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");}
+void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glNormalPointer(type, stride, ptr)\n");}
+void wrapglPixelStorei(GLenum pname, GLint param) {glPixelStorei(pname, param);}
+void wrapglPointSize(GLfloat size) {Con_Printf("glPointSize(size)\n");}
+//void wrapglPolygonMode(GLenum face, GLenum mode) {Con_Printf("glPolygonMode(face, mode)\n");}
+void wrapglPolygonOffset(GLfloat factor, GLfloat units) {glPolygonOffset(factor, units);}
+void wrapglPolygonStipple(const GLubyte *mask) {Con_Printf("glPolygonStipple(mask)\n");}
+void wrapglReadBuffer(GLenum mode) {Con_Printf("glReadBuffer(mode)\n");}
+void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {glReadPixels(x, y, width, height, format, type, pixels);}
+void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {glRenderbufferStorage(target, internalformat, width, height);}
+void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {glScissor(x, y, width, height);}
+void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {glShaderSource(shaderObj, count, string, length);}
+void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {glStencilFunc(func, ref, mask);}
+void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");}
+void wrapglStencilMask(GLuint mask) {glStencilMask(mask);}
+void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {glStencilOp(fail, zfail, zpass);}
+void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");}
+void wrapglTexCoord1f(GLfloat s) {Con_Printf("glTexCoord1f(s)\n");}
+void wrapglTexCoord2f(GLfloat s, GLfloat t) {Con_Printf("glTexCoord2f(s, t)\n");}
+void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glTexCoord3f(s, t, r)\n");}
+void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glTexCoord4f(s, t, r, q)\n");}
+void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");}
+void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {Con_Printf("glTexEnvf(target, pname, param)\n");}
+void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {Con_Printf("glTexEnvfv(target, pname, params)\n");}
+void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {Con_Printf("glTexEnvi(target, pname, param)\n");}
+void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);}
+void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");}
+void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {glTexParameterf(target, pname, param);}
+void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glTexParameterfv(target, pname, params);}
+void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {glTexParameteri(target, pname, param);}
+void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);}
+void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");}
+void wrapglUniform1f(GLint location, GLfloat v0) {glUniform1f(location, v0);}
+void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {glUniform1fv(location, count, value);}
+void wrapglUniform1i(GLint location, GLint v0) {glUniform1i(location, v0);}
+void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {glUniform1iv(location, count, value);}
+void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {glUniform2f(location, v0, v1);}
+void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {glUniform2fv(location, count, value);}
+void wrapglUniform2i(GLint location, GLint v0, GLint v1) {glUniform2i(location, v0, v1);}
+void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {glUniform2iv(location, count, value);}
+void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {glUniform3f(location, v0, v1, v2);}
+void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {glUniform3fv(location, count, value);}
+void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {glUniform3i(location, v0, v1, v2);}
+void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {glUniform3iv(location, count, value);}
+void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glUniform4f(location, v0, v1, v2, v3);}
+void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {glUniform4fv(location, count, value);}
+void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {glUniform4i(location, v0, v1, v2, v3);}
+void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {glUniform4iv(location, count, value);}
+void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix2fv(location, count, transpose, value);}
+void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix3fv(location, count, transpose, value);}
+void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix4fv(location, count, transpose, value);}
+void wrapglUseProgram(GLuint programObj) {glUseProgram(programObj);}
+void wrapglValidateProgram(GLuint programObj) {glValidateProgram(programObj);}
+void wrapglVertex2f(GLfloat x, GLfloat y) {Con_Printf("glVertex2f(x, y)\n");}
+void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {Con_Printf("glVertex3f(x, y, z)\n");}
+void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {Con_Printf("glVertex4f(x, y, z, w)\n");}
+void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {glVertexAttribPointer(index, size, type, normalized, stride, pointer);}
+void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glVertexPointer(size, type, stride, ptr)\n");}
+void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {glViewport(x, y, width, height);}
+void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {glVertexAttrib1f(index, v0);}
+//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {glVertexAttrib1s(index, v0);}
+//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {glVertexAttrib1d(index, v0);}
+void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {glVertexAttrib2f(index, v0, v1);}
+//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {glVertexAttrib2s(index, v0, v1);}
+//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {glVertexAttrib2d(index, v0, v1);}
+void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {glVertexAttrib3f(index, v0, v1, v2);}
+//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {glVertexAttrib3s(index, v0, v1, v2);}
+//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {glVertexAttrib3d(index, v0, v1, v2);}
+void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glVertexAttrib4f(index, v0, v1, v2, v3);}
+//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {glVertexAttrib4s(index, v0, v1, v2, v3);}
+//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {glVertexAttrib4d(index, v0, v1, v2, v3);}
+//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {glVertexAttrib4Nub(index, x, y, z, w);}
+void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {glVertexAttrib1fv(index, v);}
+//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {glVertexAttrib1sv(index, v);}
+//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {glVertexAttrib1dv(index, v);}
+void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {glVertexAttrib2fv(index, v);}
+//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {glVertexAttrib2sv(index, v);}
+//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {glVertexAttrib2dv(index, v);}
+void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {glVertexAttrib3fv(index, v);}
+//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {glVertexAttrib3sv(index, v);}
+//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {glVertexAttrib3dv(index, v);}
+void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {glVertexAttrib4fv(index, v);}
+//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {glVertexAttrib4sv(index, v);}
+//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {glVertexAttrib4dv(index, v);}
+//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {glVertexAttrib4iv(index, v);}
+//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {glVertexAttrib4bv(index, v);}
+//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {glVertexAttrib4ubv(index, v);}
+//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {glVertexAttrib4usv(index, GLushort v);}
+//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {glVertexAttrib4uiv(index, v);}
+//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {glVertexAttrib4Nbv(index, v);}
+//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {glVertexAttrib4Nsv(index, v);}
+//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {glVertexAttrib4Niv(index, v);}
+//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {glVertexAttrib4Nubv(index, v);}
+//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {glVertexAttrib4Nusv(index, GLushort v);}
+//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {glVertexAttrib4Nuiv(index, v);}
+//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {glGetVertexAttribdv(index, pname, params);}
+void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {glGetVertexAttribfv(index, pname, params);}
+void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {glGetVertexAttribiv(index, pname, params);}
+void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {glGetVertexAttribPointerv(index, pname, pointer);}
+
+void GLES_Init(void)
+{
+ qglIsBufferARB = wrapglIsBuffer;
+ qglIsEnabled = wrapglIsEnabled;
+ qglIsFramebufferEXT = wrapglIsFramebuffer;
+// qglIsQueryARB = wrapglIsQuery;
+ qglIsRenderbufferEXT = wrapglIsRenderbuffer;
+// qglUnmapBufferARB = wrapglUnmapBuffer;
+ qglCheckFramebufferStatusEXT = wrapglCheckFramebufferStatus;
+ qglGetError = wrapglGetError;
+ qglCreateProgram = wrapglCreateProgram;
+ qglCreateShader = wrapglCreateShader;
+// qglGetHandleARB = wrapglGetHandle;
+ qglGetAttribLocation = wrapglGetAttribLocation;
+ qglGetUniformLocation = wrapglGetUniformLocation;
+// qglMapBufferARB = wrapglMapBuffer;
+ qglGetString = wrapglGetString;
+// qglActiveStencilFaceEXT = wrapglActiveStencilFace;
+ qglActiveTexture = wrapglActiveTexture;
+ qglAlphaFunc = wrapglAlphaFunc;
+ qglArrayElement = wrapglArrayElement;
+ qglAttachShader = wrapglAttachShader;
+// qglBegin = wrapglBegin;
+// qglBeginQueryARB = wrapglBeginQuery;
+ qglBindAttribLocation = wrapglBindAttribLocation;
+ qglBindFragDataLocation = wrapglBindFragDataLocation;
+ qglBindBufferARB = wrapglBindBuffer;
+ qglBindFramebufferEXT = wrapglBindFramebuffer;
+ qglBindRenderbufferEXT = wrapglBindRenderbuffer;
+ qglBindTexture = wrapglBindTexture;
+ qglBlendEquationEXT = wrapglBlendEquation;
+ qglBlendFunc = wrapglBlendFunc;
+ qglBufferDataARB = wrapglBufferData;
+ qglBufferSubDataARB = wrapglBufferSubData;
+ qglClear = wrapglClear;
+ qglClearColor = wrapglClearColor;
+ qglClearDepth = wrapglClearDepth;
+ qglClearStencil = wrapglClearStencil;
+ qglClientActiveTexture = wrapglClientActiveTexture;
+ qglColor4f = wrapglColor4f;
+ qglColor4ub = wrapglColor4ub;
+ qglColorMask = wrapglColorMask;
+ qglColorPointer = wrapglColorPointer;
+ qglCompileShader = wrapglCompileShader;
+ qglCompressedTexImage2DARB = wrapglCompressedTexImage2D;
+ qglCompressedTexImage3DARB = wrapglCompressedTexImage3D;
+ qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D;
+ qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D;
+ qglCopyTexImage2D = wrapglCopyTexImage2D;
+ qglCopyTexSubImage2D = wrapglCopyTexSubImage2D;
+ qglCopyTexSubImage3D = wrapglCopyTexSubImage3D;
+ qglCullFace = wrapglCullFace;
+ qglDeleteBuffersARB = wrapglDeleteBuffers;
+ qglDeleteFramebuffersEXT = wrapglDeleteFramebuffers;
+ qglDeleteProgram = wrapglDeleteProgram;
+ qglDeleteShader = wrapglDeleteShader;
+// qglDeleteQueriesARB = wrapglDeleteQueries;
+ qglDeleteRenderbuffersEXT = wrapglDeleteRenderbuffers;
+ qglDeleteTextures = wrapglDeleteTextures;
+ qglDepthFunc = wrapglDepthFunc;
+ qglDepthMask = wrapglDepthMask;
+ qglDepthRange = wrapglDepthRange;
+ qglDetachShader = wrapglDetachShader;
+ qglDisable = wrapglDisable;
+ qglDisableClientState = wrapglDisableClientState;
+ qglDisableVertexAttribArray = wrapglDisableVertexAttribArray;
+ qglDrawArrays = wrapglDrawArrays;
+// qglDrawBuffer = wrapglDrawBuffer;
+// qglDrawBuffersARB = wrapglDrawBuffers;
+ qglDrawElements = wrapglDrawElements;
+// qglDrawRangeElements = wrapglDrawRangeElements;
+ qglEnable = wrapglEnable;
+ qglEnableClientState = wrapglEnableClientState;
+ qglEnableVertexAttribArray = wrapglEnableVertexAttribArray;
+// qglEnd = wrapglEnd;
+// qglEndQueryARB = wrapglEndQuery;
+ qglFinish = wrapglFinish;
+ qglFlush = wrapglFlush;
+ qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer;
+ qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D;
+ qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D;
+ qglGenBuffersARB = wrapglGenBuffers;
+ qglGenFramebuffersEXT = wrapglGenFramebuffers;
+// qglGenQueriesARB = wrapglGenQueries;
+ qglGenRenderbuffersEXT = wrapglGenRenderbuffers;
+ qglGenTextures = wrapglGenTextures;
+ qglGenerateMipmapEXT = wrapglGenerateMipmap;
+ qglGetActiveAttrib = wrapglGetActiveAttrib;
+ qglGetActiveUniform = wrapglGetActiveUniform;
+ qglGetAttachedShaders = wrapglGetAttachedShaders;
+ qglGetBooleanv = wrapglGetBooleanv;
+// qglGetCompressedTexImageARB = wrapglGetCompressedTexImage;
+ qglGetDoublev = wrapglGetDoublev;
+ qglGetFloatv = wrapglGetFloatv;
+ qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv;
+ qglGetProgramInfoLog = wrapglGetProgramInfoLog;
+ qglGetShaderInfoLog = wrapglGetShaderInfoLog;
+ qglGetIntegerv = wrapglGetIntegerv;
+ qglGetShaderiv = wrapglGetShaderiv;
+ qglGetProgramiv = wrapglGetProgramiv;
+// qglGetQueryObjectivARB = wrapglGetQueryObjectiv;
+// qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv;
+// qglGetQueryivARB = wrapglGetQueryiv;
+ qglGetRenderbufferParameterivEXT = wrapglGetRenderbufferParameteriv;
+ qglGetShaderSource = wrapglGetShaderSource;
+ qglGetTexImage = wrapglGetTexImage;
+ qglGetTexLevelParameterfv = wrapglGetTexLevelParameterfv;
+ qglGetTexLevelParameteriv = wrapglGetTexLevelParameteriv;
+ qglGetTexParameterfv = wrapglGetTexParameterfv;
+ qglGetTexParameteriv = wrapglGetTexParameteriv;
+ qglGetUniformfv = wrapglGetUniformfv;
+ qglGetUniformiv = wrapglGetUniformiv;
+ qglHint = wrapglHint;
+ qglLineWidth = wrapglLineWidth;
+ qglLinkProgram = wrapglLinkProgram;
+ qglLoadIdentity = wrapglLoadIdentity;
+ qglLoadMatrixf = wrapglLoadMatrixf;
+ qglMatrixMode = wrapglMatrixMode;
+ qglMultiTexCoord1f = wrapglMultiTexCoord1f;
+ qglMultiTexCoord2f = wrapglMultiTexCoord2f;
+ qglMultiTexCoord3f = wrapglMultiTexCoord3f;
+ qglMultiTexCoord4f = wrapglMultiTexCoord4f;
+ qglNormalPointer = wrapglNormalPointer;
+ qglPixelStorei = wrapglPixelStorei;
+ qglPointSize = wrapglPointSize;
+// qglPolygonMode = wrapglPolygonMode;
+ qglPolygonOffset = wrapglPolygonOffset;
+// qglPolygonStipple = wrapglPolygonStipple;
+ qglReadBuffer = wrapglReadBuffer;
+ qglReadPixels = wrapglReadPixels;
+ qglRenderbufferStorageEXT = wrapglRenderbufferStorage;
+ qglScissor = wrapglScissor;
+ qglShaderSource = wrapglShaderSource;
+ qglStencilFunc = wrapglStencilFunc;
+ qglStencilFuncSeparate = wrapglStencilFuncSeparate;
+ qglStencilMask = wrapglStencilMask;
+ qglStencilOp = wrapglStencilOp;
+ qglStencilOpSeparate = wrapglStencilOpSeparate;
+ qglTexCoord1f = wrapglTexCoord1f;
+ qglTexCoord2f = wrapglTexCoord2f;
+ qglTexCoord3f = wrapglTexCoord3f;
+ qglTexCoord4f = wrapglTexCoord4f;
+ qglTexCoordPointer = wrapglTexCoordPointer;
+ qglTexEnvf = wrapglTexEnvf;
+ qglTexEnvfv = wrapglTexEnvfv;
+ qglTexEnvi = wrapglTexEnvi;
+ qglTexImage2D = wrapglTexImage2D;
+ qglTexImage3D = wrapglTexImage3D;
+ qglTexParameterf = wrapglTexParameterf;
+ qglTexParameterfv = wrapglTexParameterfv;
+ qglTexParameteri = wrapglTexParameteri;
+ qglTexSubImage2D = wrapglTexSubImage2D;
+ qglTexSubImage3D = wrapglTexSubImage3D;
+ qglUniform1f = wrapglUniform1f;
+ qglUniform1fv = wrapglUniform1fv;
+ qglUniform1i = wrapglUniform1i;
+ qglUniform1iv = wrapglUniform1iv;
+ qglUniform2f = wrapglUniform2f;
+ qglUniform2fv = wrapglUniform2fv;
+ qglUniform2i = wrapglUniform2i;
+ qglUniform2iv = wrapglUniform2iv;
+ qglUniform3f = wrapglUniform3f;
+ qglUniform3fv = wrapglUniform3fv;
+ qglUniform3i = wrapglUniform3i;
+ qglUniform3iv = wrapglUniform3iv;
+ qglUniform4f = wrapglUniform4f;
+ qglUniform4fv = wrapglUniform4fv;
+ qglUniform4i = wrapglUniform4i;
+ qglUniform4iv = wrapglUniform4iv;
+ qglUniformMatrix2fv = wrapglUniformMatrix2fv;
+ qglUniformMatrix3fv = wrapglUniformMatrix3fv;
+ qglUniformMatrix4fv = wrapglUniformMatrix4fv;
+ qglUseProgram = wrapglUseProgram;
+ qglValidateProgram = wrapglValidateProgram;
+ qglVertex2f = wrapglVertex2f;
+ qglVertex3f = wrapglVertex3f;
+ qglVertex4f = wrapglVertex4f;
+ qglVertexAttribPointer = wrapglVertexAttribPointer;
+ qglVertexPointer = wrapglVertexPointer;
+ qglViewport = wrapglViewport;
+ qglVertexAttrib1f = wrapglVertexAttrib1f;
+// qglVertexAttrib1s = wrapglVertexAttrib1s;
+// qglVertexAttrib1d = wrapglVertexAttrib1d;
+ qglVertexAttrib2f = wrapglVertexAttrib2f;
+// qglVertexAttrib2s = wrapglVertexAttrib2s;
+// qglVertexAttrib2d = wrapglVertexAttrib2d;
+ qglVertexAttrib3f = wrapglVertexAttrib3f;
+// qglVertexAttrib3s = wrapglVertexAttrib3s;
+// qglVertexAttrib3d = wrapglVertexAttrib3d;
+ qglVertexAttrib4f = wrapglVertexAttrib4f;
+// qglVertexAttrib4s = wrapglVertexAttrib4s;
+// qglVertexAttrib4d = wrapglVertexAttrib4d;
+// qglVertexAttrib4Nub = wrapglVertexAttrib4Nub;
+ qglVertexAttrib1fv = wrapglVertexAttrib1fv;
+// qglVertexAttrib1sv = wrapglVertexAttrib1sv;
+// qglVertexAttrib1dv = wrapglVertexAttrib1dv;
+ qglVertexAttrib2fv = wrapglVertexAttrib2fv;
+// qglVertexAttrib2sv = wrapglVertexAttrib2sv;
+// qglVertexAttrib2dv = wrapglVertexAttrib2dv;
+ qglVertexAttrib3fv = wrapglVertexAttrib3fv;
+// qglVertexAttrib3sv = wrapglVertexAttrib3sv;
+// qglVertexAttrib3dv = wrapglVertexAttrib3dv;
+ qglVertexAttrib4fv = wrapglVertexAttrib4fv;
+// qglVertexAttrib4sv = wrapglVertexAttrib4sv;
+// qglVertexAttrib4dv = wrapglVertexAttrib4dv;
+// qglVertexAttrib4iv = wrapglVertexAttrib4iv;
+// qglVertexAttrib4bv = wrapglVertexAttrib4bv;
+// qglVertexAttrib4ubv = wrapglVertexAttrib4ubv;
+// qglVertexAttrib4usv = wrapglVertexAttrib4usv;
+// qglVertexAttrib4uiv = wrapglVertexAttrib4uiv;
+// qglVertexAttrib4Nbv = wrapglVertexAttrib4Nbv;
+// qglVertexAttrib4Nsv = wrapglVertexAttrib4Nsv;
+// qglVertexAttrib4Niv = wrapglVertexAttrib4Niv;
+// qglVertexAttrib4Nubv = wrapglVertexAttrib4Nubv;
+// qglVertexAttrib4Nusv = wrapglVertexAttrib4Nusv;
+// qglVertexAttrib4Nuiv = wrapglVertexAttrib4Nuiv;
+// qglGetVertexAttribdv = wrapglGetVertexAttribdv;
+ qglGetVertexAttribfv = wrapglGetVertexAttribfv;
+ qglGetVertexAttribiv = wrapglGetVertexAttribiv;
+ qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv;
+
+ gl_renderer = (const char *)qglGetString(GL_RENDERER);
+ gl_vendor = (const char *)qglGetString(GL_VENDOR);
+ gl_version = (const char *)qglGetString(GL_VERSION);
+ gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
+
+ if (!gl_extensions)
+ gl_extensions = "";
+ if (!gl_platformextensions)
+ gl_platformextensions = "";
+
+ Con_Printf("GL_VENDOR: %s\n", gl_vendor);
+ Con_Printf("GL_RENDERER: %s\n", gl_renderer);
+ Con_Printf("GL_VERSION: %s\n", gl_version);
+ Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
+ Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
+
+ // LordHavoc: report supported extensions
+ Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
+
+ // GLES devices in general do not like GL_BGRA, so use GL_RGBA
+ vid.forcetextype = TEXTYPE_RGBA;
+
+ vid.support.gl20shaders = true;
+ vid.support.amd_texture_texture4 = false;
+ vid.support.arb_depth_texture = false;
+ vid.support.arb_draw_buffers = false;
+ vid.support.arb_multitexture = false;
+ vid.support.arb_occlusion_query = false;
+ vid.support.arb_shadow = false;
+ vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL...
+ vid.support.arb_texture_cube_map = true;
+ vid.support.arb_texture_env_combine = false;
+ vid.support.arb_texture_gather = false;
+ vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL;
+ vid.support.arb_vertex_buffer_object = true;
+ vid.support.ati_separate_stencil = false;
+ vid.support.ext_blend_minmax = false;
+ vid.support.ext_blend_subtract = true;
+ vid.support.ext_draw_range_elements = true;
+ vid.support.ext_framebuffer_object = false;//true;
+ vid.support.ext_stencil_two_side = false;
+ vid.support.ext_texture_3d = false;//SDL_GL_ExtensionSupported("GL_OES_texture_3D"); // iPhoneOS does not support 3D textures, odd...
+ vid.support.ext_texture_compression_s3tc = false;
+ vid.support.ext_texture_edge_clamp = true;
+ vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
+ vid.support.ext_texture_srgb = false;
+
+ qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
+ if (vid.support.ext_texture_filter_anisotropic)
+ qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
+ if (vid.support.arb_texture_cube_map)
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+ if (vid.support.ext_texture_3d)
+ qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
+ Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap);
+ Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d);
+
+ // verify that cubemap textures are really supported
+ if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256)
+ vid.support.arb_texture_cube_map = false;
+
+ // verify that 3d textures are really supported
+ if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32)
+ {
+ vid.support.ext_texture_3d = false;
+ Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
+ }
+
+ vid.texunits = 4;
+ vid.teximageunits = 8;
+ vid.texarrayunits = 5;
+ vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
+ vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS);
+ vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS);
+ Con_DPrintf("Using GLES2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : "");
+ vid.renderpath = RENDERPATH_GLES2;
+ vid.useinterleavedarrays = false;
+ vid.sRGBcapable2D = false;
+ vid.sRGBcapable3D = false;
+
+ // VorteX: set other info (maybe place them in VID_InitMode?)
+ extern cvar_t gl_info_vendor;
+ extern cvar_t gl_info_renderer;
+ extern cvar_t gl_info_version;
+ extern cvar_t gl_info_platform;
+ extern cvar_t gl_info_driver;
+ Cvar_SetQuick(&gl_info_vendor, gl_vendor);
+ Cvar_SetQuick(&gl_info_renderer, gl_renderer);
+ Cvar_SetQuick(&gl_info_version, gl_version);
+ Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
+ Cvar_SetQuick(&gl_info_driver, gl_driver);
+}
+#endif
+