}
}
+void GL_MultiSampling(qboolean state)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (vid.support.arb_multisample)
+ {
+ if (state)
+ qglEnable(GL_MULTISAMPLE_ARB);
+ else
+ qglDisable(GL_MULTISAMPLE_ARB);
+ CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_D3D9:
+ break;
+ case RENDERPATH_D3D10:
+ break;
+ case RENDERPATH_D3D11:
+ break;
+ case RENDERPATH_SOFT:
+ break;
+ }
+}
+
void GL_AlphaTest(int state)
{
if (gl_state.alphatest != state)