#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
+#define GL_ALPHA_TEST 0x0BC0
#define GL_ZERO 0x0
#define GL_ONE 0x1
#define GL_TEXTURE_BORDER_COLOR 0x1004
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
+#define GL_PACK_ALIGNMENT 0x0D05
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_TEXTURE_BINDING_1D 0x8068
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
+#define GL_LINE 0x1B01
+#define GL_FILL 0x1B02
+
extern int gl_support_anisotropy;
extern int gl_max_anisotropy;
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_TEXTURE_COORD_ARRAY 0x8078
//#define GL_EDGE_FLAG_ARRAY 0x8079
+#define GL_NONE 0
+#define GL_FRONT_LEFT 0x0400
+#define GL_FRONT_RIGHT 0x0401
+#define GL_BACK_LEFT 0x0402
+#define GL_BACK_RIGHT 0x0403
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
+#define GL_LEFT 0x0406
+#define GL_RIGHT 0x0407
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_AUX0 0x0409
+#define GL_AUX1 0x040A
+#define GL_AUX2 0x040B
+#define GL_AUX3 0x040C
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_POLYGON_OFFSET_FILL 0x8037
+
+#define GL_POINT_SMOOTH 0x0B10
+#define GL_LINE_SMOOTH 0x0B20
+#define GL_POLYGON_SMOOTH 0x0B41
#endif
+extern int gl_max_texture_size;
+
// GL_ARB_multitexture
extern int gl_textureunits;
extern void (GLAPIENTRY *qglMultiTexCoord1f) (GLenum, GLfloat);
#endif
-extern int gl_textureshader;
-#ifndef GL_TEXTURE_SHADER_NV
-#define GL_TEXTURE_SHADER_NV 0x86DE
-#define GL_SHADER_OPERATION_NV 0x86DF
-#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1
-#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4
-#define GL_OFFSET_TEXTURE_2D_NV 0x86E8
-#define GL_DSDT_NV 0x86F5
-#define GL_DSDT8_NV 0x8709
-#endif
-
extern int gl_texture3d;
+extern int gl_max_3d_texture_size;
#ifndef GL_TEXTURE_3D
#define GL_PACK_SKIP_IMAGES 0x806B
#define GL_PACK_IMAGE_HEIGHT 0x806C
#endif
extern int gl_texturecubemap;
+extern int gl_max_cube_map_texture_size;
#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
#define GL_NORMAL_MAP_ARB 0x8511
#define GL_REFLECTION_MAP_ARB 0x8512
extern void (GLAPIENTRY *qglCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
extern void (GLAPIENTRY *qglPolygonOffset)(GLfloat factor, GLfloat units);
+extern void (GLAPIENTRY *qglPolygonMode)(GLenum face, GLenum mode);
-#if WIN32
-extern int (WINAPI *qwglChoosePixelFormat)(HDC, CONST PIXELFORMATDESCRIPTOR *);
-extern int (WINAPI *qwglDescribePixelFormat)(HDC, int, UINT, LPPIXELFORMATDESCRIPTOR);
-//extern int (WINAPI *qwglGetPixelFormat)(HDC);
-extern BOOL (WINAPI *qwglSetPixelFormat)(HDC, int, CONST PIXELFORMATDESCRIPTOR *);
-extern BOOL (WINAPI *qwglSwapBuffers)(HDC);
-extern HGLRC (WINAPI *qwglCreateContext)(HDC);
-extern BOOL (WINAPI *qwglDeleteContext)(HGLRC);
-extern PROC (WINAPI *qwglGetProcAddress)(LPCSTR);
-extern BOOL (WINAPI *qwglMakeCurrent)(HDC, HGLRC);
-extern BOOL (WINAPI *qwglSwapIntervalEXT)(int interval);
-#endif
+//[515]: added on 29.07.2005
+extern void (GLAPIENTRY *qglLineWidth)(GLfloat width);
+extern void (GLAPIENTRY *qglPointSize)(GLfloat size);
// GL_ARB_shader_objects
extern int gl_support_shader_objects;
#define DEBUGGL
#ifdef DEBUGGL
-#define CHECKGLERROR {if (gl_printcheckerror.integer) Con_Printf("CHECKGLERROR at %s:%d\n", __FILE__, __LINE__);if (gl_paranoid.integer && (errornumber = qglGetError())) GL_PrintError(errornumber, __FILE__, __LINE__);}
+#define CHECKGLERROR {if (gl_paranoid.integer){if (gl_printcheckerror.integer) Con_Printf("CHECKGLERROR at %s:%d\n", __FILE__, __LINE__);errornumber = qglGetError();if (errornumber) GL_PrintError(errornumber, __FILE__, __LINE__);}}
extern int errornumber;
void GL_PrintError(int errornumber, char *filename, int linenumber);
#else