raze-gles/polymer/eduke32/build
hendricks266 e00115c043 Introduce USE_GLEXT macro and use it to conditionally compile out all GL ARB function calls when compiling for GL ES platforms.
This replaces the previous hack where we kept the dynamic pointers null and simply never tried calling any of them by a conspiracy of default runtime settings and disabled menu options.

Code affected: VBO support for models, VPX GLSL decoding, texture compression (texture cache), and multitexturing (glow/detail maps).

This commit also replaces EDUKE32_GLES conditionals with USE_GLEXT where appropriate.

I didn't touch polymer.c because it depends too heavily on extensions for conditionally compiling them to make sense.

git-svn-id: https://svn.eduke32.com/eduke32@5526 1a8010ca-5511-0410-912e-c29ae57300e0
2016-01-08 01:33:20 +00:00
..
doc Novelty: Add Ken's "todo list from the Build days" alongside his other documentation. 2014-01-12 14:04:19 +00:00
include Introduce USE_GLEXT macro and use it to conditionally compile out all GL ARB function calls when compiling for GL ES platforms. 2016-01-08 01:33:20 +00:00
src Introduce USE_GLEXT macro and use it to conditionally compile out all GL ARB function calls when compiling for GL ES platforms. 2016-01-08 01:33:20 +00:00
buildlic.txt
Makefile.deps Add SW to our build system and make relevant changes to avoid fatal build errors. 2015-05-19 21:56:03 +00:00