clean up messy anisotropy patch
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6017 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -3,7 +3,7 @@
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#include "cube.h"
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#include "bot/bot.h"
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bool hasTE = false, hasMT = false, hasMDA = false, hasDRE = false, hasstencil = false, hasST2 = false, hasSTW = false, hasSTS = false;
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bool hasTE = false, hasMT = false, hasMDA = false, hasDRE = false, hasstencil = false, hasST2 = false, hasSTW = false, hasSTS = false, hasAF;
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// GL_ARB_multitexture
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PFNGLACTIVETEXTUREARBPROC glActiveTexture_ = NULL;
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@@ -90,6 +90,14 @@ void gl_checkextensions()
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if(strstr(exts, "GL_EXT_stencil_wrap")) hasSTW = true;
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if(strstr(exts, "GL_EXT_texture_filter_anisotropic"))
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{
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GLint val;
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glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val);
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hwmaxaniso = val;
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hasAF = true;
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}
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if(!strstr(exts, "GL_ARB_fragment_program"))
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{
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// not a required extension, but ensures the card has enough power to do reflections
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