mirror of
https://bitbucket.org/CPMADevs/cnq3
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c63c3e80a6
ported the dyn lights shaders to glsl nuked stereo rendering replaced r_ext_multisample with r_msaa
52 lines
1.5 KiB
C
52 lines
1.5 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef _WIN32
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# error You should not be including this file on this platform
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#endif
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#ifndef __GLW_WIN_H__
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#define __GLW_WIN_H__
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#if defined(__cplusplus)
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extern "C" {
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#endif
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typedef struct
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{
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// The main window's rendering context is the only one we can ever keep around
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// because the window class has the CS_OWNDC style set (for OpenGL).
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HDC hDC;
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HGLRC hGLRC;
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HINSTANCE hinstOpenGL;
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int desktopWidth, desktopHeight, desktopBPP;
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qbool cdsFullscreen;
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qbool pixelFormatSet;
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int nPendingPF;
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} glwstate_t;
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extern glwstate_t glw_state;
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#if defined(__cplusplus)
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};
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#endif
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#endif
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