clean up messy anisotropy patch

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6017 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2011-01-17 19:27:32 +00:00
parent e349ee1303
commit c392b3d010
4 changed files with 15 additions and 21 deletions
+9 -1
View File
@@ -3,7 +3,7 @@
#include "cube.h"
#include "bot/bot.h"
bool hasTE = false, hasMT = false, hasMDA = false, hasDRE = false, hasstencil = false, hasST2 = false, hasSTW = false, hasSTS = false;
bool hasTE = false, hasMT = false, hasMDA = false, hasDRE = false, hasstencil = false, hasST2 = false, hasSTW = false, hasSTS = false, hasAF;
// GL_ARB_multitexture
PFNGLACTIVETEXTUREARBPROC glActiveTexture_ = NULL;
@@ -90,6 +90,14 @@ void gl_checkextensions()
if(strstr(exts, "GL_EXT_stencil_wrap")) hasSTW = true;
if(strstr(exts, "GL_EXT_texture_filter_anisotropic"))
{
GLint val;
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val);
hwmaxaniso = val;
hasAF = true;
}
if(!strstr(exts, "GL_ARB_fragment_program"))
{
// not a required extension, but ensures the card has enough power to do reflections