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301
Torque/SDK/engine/platformMacCarb/platformGL.h
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301
Torque/SDK/engine/platformMacCarb/platformGL.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _PLATFORMGL_H_
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#define _PLATFORMGL_H_
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// set npatch enable flag here. comment out if you don't want the features at all.
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#define ENABLE_NPATCH 1
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// ON MAC, WE ARE USING THE STD APPLE OPENGL HDRS.
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#include <OpenGL/glext.h>
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#if !defined(TORQUE_DEBUG)
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#if !defined(AGLContext)
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typedef struct __AGLContextRec *AGLContext;
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#endif
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#include <AGL/aglMacro.h>
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extern AGLContext agl_ctx;
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#endif
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// TODO: switch this over the ARB vertex buffers. this is old stuff for the d3d layer.
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#ifndef GL_EXT_vertex_buffer
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// don't define it!
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//#define GL_EXT_vertex_buffer 1
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//#ifdef GL_GLEXT_PROTOTYPES
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extern GLboolean glAvailableVertexBufferEXT();
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extern GLint glAllocateVertexBufferEXT(GLsizei size, GLint format, GLboolean preserve);
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extern void* glLockVertexBufferEXT(GLint handle, GLsizei size);
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extern void glUnlockVertexBufferEXT(GLint handle);
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extern void glSetVertexBufferEXT(GLint handle);
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extern void glOffsetVertexBufferEXT(GLint handle, GLuint offset);
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extern void glFillVertexBufferEXT(GLint handle, GLint first, GLsizei count);
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extern void glFreeVertexBufferEXT(GLint handle);
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//#endif /* GL_GLEXT_PROTOTYPES */
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typedef GLboolean (* PFNGLAVAILABLEVERTEXBUFFEREXTPROC) ();
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typedef GLint (* PFNGLALLOCATEVERTEXBUFFEREXTPROC) (GLsizei size, GLint format, GLboolean preserve);
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typedef void* (* PFNGLLOCKVERTEXBUFFEREXTPROC) (GLint handle, GLsizei size);
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typedef void (* PFNGLUNLOCKVERTEXBUFFEREXTPROC) (GLint handle);
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typedef void (* PFNGLSETVERTEXBUFFEREXTPROC) (GLint handle);
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typedef void (* PFNGLOFFSETVERTEXBUFFEREXTPROC) (GLint handle, GLuint offset);
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typedef void (* PFNGLFILLVERTEXBUFFEREXTPROC) (GLint handle, GLint first, GLsizei count);
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typedef void (* PFNGLFREEVERTEXBUFFEREXTPROC) (GLint handle);
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#endif // GL_EXT_vertex_buffer
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#ifndef GL_EXT_fog_coord
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// don't define it!
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//#define GL_EXT_fog_coord 1
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extern void glFogCoordfEXT (GLfloat);
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extern void glFogCoordfvEXT (const GLfloat *);
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extern void glFogCoorddEXT (GLdouble);
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extern void glFogCoorddvEXT (const GLdouble *);
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extern void glFogCoordPointerEXT (GLenum, GLsizei, const GLvoid *);
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#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450
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#define GL_FOG_COORDINATE_EXT 0x8451
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#define GL_FRAGMENT_DEPTH_EXT 0x8452
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#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453
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#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454
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#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455
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#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456
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#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457
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#endif
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// Apple in their infinite wisdom switched to the ARB version, but
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// didn't leave in backward-flagging for the old EXT version. UGH.
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#ifndef GL_EXT_texture_env_combine
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#define GL_EXT_texture_env_combine GL_ARB_texture_env_combine
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#define GL_COMBINE_EXT 0x8570
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#define GL_COMBINE_RGB_EXT 0x8571
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#define GL_COMBINE_ALPHA_EXT 0x8572
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#define GL_RGB_SCALE_EXT 0x8573
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#define GL_ADD_SIGNED_EXT 0x8574
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#define GL_INTERPOLATE_EXT 0x8575
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#define GL_CONSTANT_EXT 0x8576
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#define GL_PRIMARY_COLOR_EXT 0x8577
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#define GL_PREVIOUS_EXT 0x8578
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#define GL_SOURCE0_RGB_EXT 0x8580
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#define GL_SOURCE1_RGB_EXT 0x8581
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#define GL_SOURCE2_RGB_EXT 0x8582
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#define GL_SOURCE3_RGB_EXT 0x8583
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#define GL_SOURCE4_RGB_EXT 0x8584
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#define GL_SOURCE5_RGB_EXT 0x8585
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#define GL_SOURCE6_RGB_EXT 0x8586
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#define GL_SOURCE7_RGB_EXT 0x8587
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#define GL_SOURCE0_ALPHA_EXT 0x8588
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#define GL_SOURCE1_ALPHA_EXT 0x8589
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#define GL_SOURCE2_ALPHA_EXT 0x858A
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#define GL_SOURCE3_ALPHA_EXT 0x858B
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#define GL_SOURCE4_ALPHA_EXT 0x858C
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#define GL_SOURCE5_ALPHA_EXT 0x858D
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#define GL_SOURCE6_ALPHA_EXT 0x858E
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#define GL_SOURCE7_ALPHA_EXT 0x858F
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#define GL_OPERAND0_RGB_EXT 0x8590
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#define GL_OPERAND1_RGB_EXT 0x8591
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#define GL_OPERAND2_RGB_EXT 0x8592
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#define GL_OPERAND3_RGB_EXT 0x8593
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#define GL_OPERAND4_RGB_EXT 0x8594
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#define GL_OPERAND5_RGB_EXT 0x8595
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#define GL_OPERAND6_RGB_EXT 0x8596
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#define GL_OPERAND7_RGB_EXT 0x8597
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#define GL_OPERAND0_ALPHA_EXT 0x8598
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#define GL_OPERAND1_ALPHA_EXT 0x8599
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#define GL_OPERAND2_ALPHA_EXT 0x859A
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#define GL_OPERAND3_ALPHA_EXT 0x859B
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#define GL_OPERAND4_ALPHA_EXT 0x859C
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#define GL_OPERAND5_ALPHA_EXT 0x859D
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#define GL_OPERAND6_ALPHA_EXT 0x859E
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#define GL_OPERAND7_ALPHA_EXT 0x859F
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#endif
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// these are the V12-custom extensions. really only useful in an external 3d driver.
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#define GL_V12MTVFMT_EXT 0x8702
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#define GL_V12MTNVFMT_EXT 0x8703
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#define GL_V12FTVFMT_EXT 0x8704
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#define GL_V12FMTVFMT_EXT 0x8705
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// make sure this is defined, as we need to use it when around.
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#ifndef GL_CLAMP_TO_EDGE_EXT // should be, but apple only defined the SGIS version (same hexcode)
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#define GL_CLAMP_TO_EDGE_EXT 0x812F
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#endif
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/*
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* GL state information.
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*/
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struct GLState
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{
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bool suppARBMultitexture;
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bool suppEXTblendcolor;
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bool suppEXTblendminmax;
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bool suppPackedPixels;
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bool suppTexEnvAdd;
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bool suppLockedArrays;
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bool suppTextureEnvCombine;
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bool suppVertexArrayRange;
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bool suppFogCoord;
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bool suppEdgeClamp;
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bool suppTextureCompression;
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bool suppS3TC;
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bool suppFXT1;
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bool suppTexAnisotropic;
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bool suppPalettedTexture;
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bool suppVertexBuffer;
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bool suppSwapInterval;
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GLint maxFSAASamples;
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unsigned int triCount[4];
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unsigned int primCount[4];
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unsigned int primMode; // 0-3
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GLfloat maxAnisotropy;
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GLint maxTextureUnits;
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};
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extern GLState gGLState;
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extern bool gOpenGLDisablePT;
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extern bool gOpenGLDisableCVA;
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extern bool gOpenGLDisableTEC;
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extern bool gOpenGLDisableARBMT;
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extern bool gOpenGLDisableFC;
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extern bool gOpenGLDisableTCompress;
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extern bool gOpenGLNoEnvColor;
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extern float gOpenGLGammaCorrection;
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extern bool gOpenGLNoDrawArraysAlpha;
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/*
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* Inline state helpers.
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*/
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inline void dglSetRenderPrimType(unsigned int type)
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{
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gGLState.primMode = type;
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}
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inline void dglClearPrimMetrics()
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{
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for(int i = 0; i < 4; i++)
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gGLState.triCount[i] = gGLState.primCount[i] = 0;
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}
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inline bool dglDoesSupportPalettedTexture()
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{
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return gGLState.suppPalettedTexture && (gOpenGLDisablePT == false);
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}
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inline bool dglDoesSupportCompiledVertexArray()
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{
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return gGLState.suppLockedArrays && (gOpenGLDisableCVA == false);
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}
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inline bool dglDoesSupportTextureEnvCombine()
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{
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return gGLState.suppTextureEnvCombine && (gOpenGLDisableTEC == false);
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}
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inline bool dglDoesSupportARBMultitexture()
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{
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return gGLState.suppARBMultitexture && (gOpenGLDisableARBMT == false);
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}
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inline bool dglDoesSupportEXTBlendColor()
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{
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return gGLState.suppEXTblendcolor;
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}
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inline bool dglDoesSupportEXTBlendMinMax()
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{
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return gGLState.suppEXTblendminmax;
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}
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inline bool dglDoesSupportVertexArrayRange()
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{
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return gGLState.suppVertexArrayRange;
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}
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inline bool dglDoesSupportFogCoord()
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{
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return gGLState.suppFogCoord && (gOpenGLDisableFC == false);
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}
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inline bool dglDoesSupportEdgeClamp()
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{
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return gGLState.suppEdgeClamp;
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}
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inline bool dglDoesSupportTextureCompression()
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{
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return gGLState.suppTextureCompression && (gOpenGLDisableTCompress == false);
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}
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inline bool dglDoesSupportS3TC()
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{
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return gGLState.suppS3TC;
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}
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inline bool dglDoesSupportFXT1()
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{
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return gGLState.suppFXT1;
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}
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inline bool dglDoesSupportTexEnvAdd()
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{
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return gGLState.suppTexEnvAdd;
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}
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inline bool dglDoesSupportTexAnisotropy()
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{
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return gGLState.suppTexAnisotropic;
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}
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inline bool dglDoesSupportVertexBuffer()
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{
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return false;
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}
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inline GLfloat dglGetMaxAnisotropy()
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{
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return gGLState.maxAnisotropy;
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}
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inline GLint dglGetMaxTextureUnits()
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{
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if (dglDoesSupportARBMultitexture())
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return gGLState.maxTextureUnits;
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else
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return 1;
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}
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// for radeon and up:
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#define AGLSETINT_ATI_FSAA_SAMPLES ((unsigned long)510) // set Full Scene Anti-Aliasing (FSAA) samples: 1x, 2x, 4x
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void dglSetFSAASamples(GLint aasamp);
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#endif
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#if defined(TORQUE_DEBUG)
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#ifndef __GL_OUTLINE_FUNCS__
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#define __GL_OUTLINE_FUNCS__
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extern void (* glDrawElementsProcPtr) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
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extern void (* glDrawArraysProcPtr) (GLenum mode, GLint first, GLsizei count);
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void glOutlineDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
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void glOutlineDrawArrays(GLenum mode, GLint first, GLsizei count);
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extern void (* glNormDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
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extern void (* glNormDrawArrays) (GLenum mode, GLint first, GLsizei count);
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#ifndef NO_REDEFINE_GL_FUNCS
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#define glDrawElements glDrawElementsProcPtr
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#define glDrawArrays glDrawArraysProcPtr
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#else
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#warning glDrawElements and glDrawArrays not redefined
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#endif // NO_REDEFINE_GL_FUNCS
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#endif //__GL_OUTLINE_FUNCS__
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#endif
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