RENDERPATH_GL11,
RENDERPATH_GL13,
RENDERPATH_GL20,
+ RENDERPATH_CGGL,
}
renderpath_t;
{
qboolean amd_texture_texture4;
qboolean arb_depth_texture;
+ qboolean arb_draw_buffers;
qboolean arb_fragment_shader;
qboolean arb_multitexture;
qboolean arb_occlusion_query;
qboolean ext_framebuffer_object;
qboolean ext_stencil_two_side;
qboolean ext_texture_3d;
+ qboolean ext_texture_compression_s3tc;
qboolean ext_texture_edge_clamp;
qboolean ext_texture_filter_anisotropic;
}
int samples;
qboolean stencil;
+ void *cgcontext;
+
renderpath_t renderpath;
unsigned int texunits;
unsigned int maxtexturesize_cubemap;
unsigned int maxtexturesize_rectangle;
unsigned int max_anisotropy;
+ unsigned int maxdrawbuffers;
viddef_support_t support;
} viddef_t;