// name of driver library (opengl32.dll, libGL.so.1, or whatever)
char gl_driver[256];
+#ifndef USE_GLES2
// GL_ARB_multitexture
void (GLAPIENTRY *qglMultiTexCoord1f) (GLenum, GLfloat);
void (GLAPIENTRY *qglMultiTexCoord2f) (GLenum, GLfloat, GLfloat);
void (GLAPIENTRY *qglDepthFunc)(GLenum func);
void (GLAPIENTRY *qglDepthMask)(GLboolean flag);
void (GLAPIENTRY *qglDepthRange)(GLclampd near_val, GLclampd far_val);
+void (GLAPIENTRY *qglDepthRangef)(GLclampf near_val, GLclampf far_val);
void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
void (GLAPIENTRY *qglGetQueryObjectuivARB)(GLuint qid, GLenum pname, GLuint *params);
void (GLAPIENTRY *qglSampleCoverageARB)(GLclampf value, GLboolean invert);
+#endif
#if _MSC_VER >= 1400
#define sscanf sscanf_s
return true;
}
+#ifndef USE_GLES2
static dllfunction_t opengl110funcs[] =
{
{"glClearColor", (void **) &qglClearColor},
{"glSampleCoverageARB", (void **) &qglSampleCoverageARB},
{NULL, NULL}
};
+#endif
void VID_ClearExtensions(void)
{
vid.max_anisotropy = 1;
vid.maxdrawbuffers = 1;
+#ifndef USE_GLES2
// this is a complete list of all functions that are directly checked in the renderer
qglDrawRangeElements = NULL;
qglDrawBuffer = NULL;
qglGetCompressedTexImageARB = NULL;
qglFramebufferTexture2DEXT = NULL;
qglDrawBuffersARB = NULL;
+#endif
}
+#ifndef USE_GLES2
void VID_CheckExtensions(void)
{
if (!GL_CheckExtension("glbase", opengl110funcs, NULL, false))
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);
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
if (vid.support.ext_texture_3d)
qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
vid.texunits = vid.teximageunits = vid.texarrayunits = 1;
if (vid.support.arb_multitexture)
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
if (vid_gl20.integer && vid.support.gl20shaders)
{
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int *)&vid.teximageunits);CHECKGLERROR
qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (int *)&vid.texarrayunits);CHECKGLERROR
vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
}
else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer)
{
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
vid.teximageunits = vid.texunits;
vid.texarrayunits = vid.texunits;
Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
Cvar_SetQuick(&gl_info_driver, gl_driver);
}
+#endif
float VID_JoyState_GetAxis(const vid_joystate_t *joystate, int axis, float sensitivity, float deadzone)
{