mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-28 14:42:23 +00:00
- added error check to GL getProcAddress calls to spot driver errors.
This commit is contained in:
parent
cdd0aef1ce
commit
e4282d3554
1 changed files with 90 additions and 84 deletions
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@ -59,6 +59,12 @@ RenderContext gl;
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int occlusion_type=0;
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PROC myGetProcAddress(LPCSTR proc)
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{
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PROC p = wglGetProcAddress(proc);
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if (p == NULL) I_Error("Fatal: GL function '%s' not found.");
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return p;
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}
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//==========================================================================
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@ -173,64 +179,64 @@ void gl_LoadExtensions()
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if (gl.flags & RFL_GL_20)
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{
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glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
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glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
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glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
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glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
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glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)wglGetProcAddress("glValidateProgram");
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glDeleteShader = (PFNGLDELETESHADERPROC)myGetProcAddress("glDeleteShader");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)myGetProcAddress("glDeleteProgram");
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glDetachShader = (PFNGLDETACHSHADERPROC)myGetProcAddress("glDetachShader");
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glCreateShader = (PFNGLCREATESHADERPROC)myGetProcAddress("glCreateShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)myGetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)myGetProcAddress("glCompileShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)myGetProcAddress("glCreateProgram");
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glAttachShader = (PFNGLATTACHSHADERPROC)myGetProcAddress("glAttachShader");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)myGetProcAddress("glLinkProgram");
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glUseProgram = (PFNGLUSEPROGRAMPROC)myGetProcAddress("glUseProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)myGetProcAddress("glValidateProgram");
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glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f");
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glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)wglGetProcAddress("glVertexAttrib2f");
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glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wglGetProcAddress("glVertexAttrib4f");
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glVertexAttrib2fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib2fv");
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glVertexAttrib3fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib3fv");
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glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
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glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)wglGetProcAddress("glVertexAttrib4ubv");
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glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
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glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
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glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)myGetProcAddress("glVertexAttrib1f");
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glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)myGetProcAddress("glVertexAttrib2f");
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glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)myGetProcAddress("glVertexAttrib4f");
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glVertexAttrib2fv = (PFNGLVERTEXATTRIB4FVPROC)myGetProcAddress("glVertexAttrib2fv");
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glVertexAttrib3fv = (PFNGLVERTEXATTRIB4FVPROC)myGetProcAddress("glVertexAttrib3fv");
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glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)myGetProcAddress("glVertexAttrib4fv");
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glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)myGetProcAddress("glVertexAttrib4ubv");
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glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)myGetProcAddress("glGetAttribLocation");
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glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)myGetProcAddress("glBindAttribLocation");
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glUniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
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glUniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f");
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glUniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
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glUniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
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glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
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glUniform2i = (PFNGLUNIFORM2IPROC)wglGetProcAddress("glUniform2i");
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glUniform3i = (PFNGLUNIFORM3IPROC)wglGetProcAddress("glUniform3i");
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glUniform4i = (PFNGLUNIFORM4IPROC)wglGetProcAddress("glUniform4i");
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glUniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv");
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glUniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv");
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glUniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
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glUniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
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glUniform1iv = (PFNGLUNIFORM1IVPROC)wglGetProcAddress("glUniform1iv");
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glUniform2iv = (PFNGLUNIFORM2IVPROC)wglGetProcAddress("glUniform2iv");
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glUniform3iv = (PFNGLUNIFORM3IVPROC)wglGetProcAddress("glUniform3iv");
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glUniform4iv = (PFNGLUNIFORM4IVPROC)wglGetProcAddress("glUniform4iv");
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glUniform1f = (PFNGLUNIFORM1FPROC)myGetProcAddress("glUniform1f");
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glUniform2f = (PFNGLUNIFORM2FPROC)myGetProcAddress("glUniform2f");
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glUniform3f = (PFNGLUNIFORM3FPROC)myGetProcAddress("glUniform3f");
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glUniform4f = (PFNGLUNIFORM4FPROC)myGetProcAddress("glUniform4f");
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glUniform1i = (PFNGLUNIFORM1IPROC)myGetProcAddress("glUniform1i");
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glUniform2i = (PFNGLUNIFORM2IPROC)myGetProcAddress("glUniform2i");
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glUniform3i = (PFNGLUNIFORM3IPROC)myGetProcAddress("glUniform3i");
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glUniform4i = (PFNGLUNIFORM4IPROC)myGetProcAddress("glUniform4i");
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glUniform1fv = (PFNGLUNIFORM1FVPROC)myGetProcAddress("glUniform1fv");
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glUniform2fv = (PFNGLUNIFORM2FVPROC)myGetProcAddress("glUniform2fv");
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glUniform3fv = (PFNGLUNIFORM3FVPROC)myGetProcAddress("glUniform3fv");
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glUniform4fv = (PFNGLUNIFORM4FVPROC)myGetProcAddress("glUniform4fv");
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glUniform1iv = (PFNGLUNIFORM1IVPROC)myGetProcAddress("glUniform1iv");
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glUniform2iv = (PFNGLUNIFORM2IVPROC)myGetProcAddress("glUniform2iv");
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glUniform3iv = (PFNGLUNIFORM3IVPROC)myGetProcAddress("glUniform3iv");
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glUniform4iv = (PFNGLUNIFORM4IVPROC)myGetProcAddress("glUniform4iv");
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glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)wglGetProcAddress("glUniformMatrix2fv");
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glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wglGetProcAddress("glUniformMatrix3fv");
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glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
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glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)myGetProcAddress("glUniformMatrix2fv");
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glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)myGetProcAddress("glUniformMatrix3fv");
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glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)myGetProcAddress("glUniformMatrix4fv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
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glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wglGetProcAddress("glGetActiveUniform");
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glGetUniformfv = (PFNGLGETUNIFORMFVPROC)wglGetProcAddress("glGetUniformfv");
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glGetUniformiv = (PFNGLGETUNIFORMIVPROC)wglGetProcAddress("glGetUniformiv");
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glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)wglGetProcAddress("glGetShaderSource");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)myGetProcAddress("glGetProgramInfoLog");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)myGetProcAddress("glGetShaderInfoLog");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)myGetProcAddress("glGetUniformLocation");
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glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)myGetProcAddress("glGetActiveUniform");
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glGetUniformfv = (PFNGLGETUNIFORMFVPROC)myGetProcAddress("glGetUniformfv");
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glGetUniformiv = (PFNGLGETUNIFORMIVPROC)myGetProcAddress("glGetUniformiv");
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glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)myGetProcAddress("glGetShaderSource");
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glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
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glDisableVertexAttribArray= (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glDisableVertexAttribArray");
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glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
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glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)myGetProcAddress("glEnableVertexAttribArray");
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glDisableVertexAttribArray= (PFNGLDISABLEVERTEXATTRIBARRAYPROC)myGetProcAddress("glDisableVertexAttribArray");
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glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)myGetProcAddress("glVertexAttribPointer");
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// what'S the equivalent of this in GL 2.0???
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glGetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)wglGetProcAddress("glGetObjectParameterivARB");
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glGetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)myGetProcAddress("glGetObjectParameterivARB");
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// Rules:
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// SM4 will always use shaders. No option to switch them off is needed here.
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@ -251,55 +257,55 @@ void gl_LoadExtensions()
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if (CheckExtension("GL_ARB_occlusion_query"))
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{
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glGenQueries = (PFNGLGENQUERIESARBPROC)wglGetProcAddress("glGenQueriesARB");
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glDeleteQueries = (PFNGLDELETEQUERIESARBPROC)wglGetProcAddress("glDeleteQueriesARB");
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glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVARBPROC)wglGetProcAddress("glGetQueryObjectuivARB");
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glBeginQuery = (PFNGLBEGINQUERYARBPROC)wglGetProcAddress("glBeginQueryARB");
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glEndQuery = (PFNGLENDQUERYPROC)wglGetProcAddress("glEndQueryARB");
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glGenQueries = (PFNGLGENQUERIESARBPROC)myGetProcAddress("glGenQueriesARB");
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glDeleteQueries = (PFNGLDELETEQUERIESARBPROC)myGetProcAddress("glDeleteQueriesARB");
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glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVARBPROC)myGetProcAddress("glGetQueryObjectuivARB");
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glBeginQuery = (PFNGLBEGINQUERYARBPROC)myGetProcAddress("glBeginQueryARB");
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glEndQuery = (PFNGLENDQUERYPROC)myGetProcAddress("glEndQueryARB");
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gl.flags|=RFL_OCCLUSION_QUERY;
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}
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if (gl.flags & RFL_GL_21)
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{
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glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
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glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
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glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
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glBufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubData");
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glMapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBuffer");
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glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBuffer");
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glBindBuffer = (PFNGLBINDBUFFERPROC)myGetProcAddress("glBindBuffer");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)myGetProcAddress("glDeleteBuffers");
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glGenBuffers = (PFNGLGENBUFFERSPROC)myGetProcAddress("glGenBuffers");
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glBufferData = (PFNGLBUFFERDATAPROC)myGetProcAddress("glBufferData");
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glBufferSubData = (PFNGLBUFFERSUBDATAPROC)myGetProcAddress("glBufferSubData");
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glMapBuffer = (PFNGLMAPBUFFERPROC)myGetProcAddress("glMapBuffer");
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glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)myGetProcAddress("glUnmapBuffer");
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gl.flags |= RFL_VBO;
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}
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else if (CheckExtension("GL_ARB_vertex_buffer_object"))
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{
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glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBufferARB");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffersARB");
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glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffersARB");
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glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferDataARB");
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glBufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubDataARB");
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glMapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBufferARB");
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glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBufferARB");
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glBindBuffer = (PFNGLBINDBUFFERPROC)myGetProcAddress("glBindBufferARB");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)myGetProcAddress("glDeleteBuffersARB");
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glGenBuffers = (PFNGLGENBUFFERSPROC)myGetProcAddress("glGenBuffersARB");
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glBufferData = (PFNGLBUFFERDATAPROC)myGetProcAddress("glBufferDataARB");
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glBufferSubData = (PFNGLBUFFERSUBDATAPROC)myGetProcAddress("glBufferSubDataARB");
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glMapBuffer = (PFNGLMAPBUFFERPROC)myGetProcAddress("glMapBufferARB");
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glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)myGetProcAddress("glUnmapBufferARB");
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gl.flags |= RFL_VBO;
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}
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if (CheckExtension("GL_ARB_map_buffer_range"))
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{
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glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)wglGetProcAddress("glMapBufferRange");
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glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)wglGetProcAddress("glFlushMappedBufferRange");
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glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)myGetProcAddress("glMapBufferRange");
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glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)myGetProcAddress("glFlushMappedBufferRange");
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gl.flags|=RFL_MAP_BUFFER_RANGE;
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}
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if (CheckExtension("GL_ARB_framebuffer_object"))
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{
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glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
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glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
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glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
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glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
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glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress("glGenRenderbuffers");
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glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wglGetProcAddress("glDeleteRenderbuffers");
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glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress("glBindRenderbuffer");
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glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress("glRenderbufferStorage");
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glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress("glFramebufferRenderbuffer");
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glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)myGetProcAddress("glGenFramebuffers");
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glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)myGetProcAddress("glDeleteFramebuffers");
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glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)myGetProcAddress("glBindFramebuffer");
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glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)myGetProcAddress("glFramebufferTexture2D");
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glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)myGetProcAddress("glGenRenderbuffers");
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glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)myGetProcAddress("glDeleteRenderbuffers");
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glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)myGetProcAddress("glBindRenderbuffer");
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glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)myGetProcAddress("glRenderbufferStorage");
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glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)myGetProcAddress("glFramebufferRenderbuffer");
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gl.flags|=RFL_FRAMEBUFFER;
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}
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@ -311,16 +317,16 @@ void gl_LoadExtensions()
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CheckExtension("GL_ARB_texture_rg") &&
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gl.shadermodel == 4)
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{
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glTexBufferARB = (PFNGLTEXBUFFERARBPROC)wglGetProcAddress("glTexBufferARB");
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glTexBufferARB = (PFNGLTEXBUFFERARBPROC)myGetProcAddress("glTexBufferARB");
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gl.flags|=RFL_TEXTUREBUFFER;
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}
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#endif
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glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTextureARB");
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glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) wglGetProcAddress("glMultiTexCoord2fARB");
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glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) wglGetProcAddress("glMultiTexCoord2fvARB");
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glActiveTexture = (PFNGLACTIVETEXTUREPROC)myGetProcAddress("glActiveTextureARB");
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glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) myGetProcAddress("glMultiTexCoord2fARB");
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glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) myGetProcAddress("glMultiTexCoord2fvARB");
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}
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//==========================================================================
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