// for the moment, this seems to be the best roundup of // the npatch extensions on the PC. #ifndef GL_ATI_pn_triangles #define GL_ATI_pn_triangles 1 #define GL_PN_TRIANGLES_ATI 0x87F0 #define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1 #define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2 #define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3 #define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4 #define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5 #define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6 #define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7 #define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8 typedef void (APIENTRY *PFNGLPNTRIANGLESIATIPROC)(GLenum pname, GLint param); typedef void (APIENTRY *PFNGLPNTRIANGLESFATIPROC)(GLenum pname, GLfloat param); #endif #define GL_NPATCH_EXT_STRING "GL_ATI_pn_triangles" #define GL_NPATCH_SETINT_STRING "glPNTrianglesiATI" typedef PFNGLPNTRIANGLESIATIPROC PFNNPatchSetInt; #define GETINT_NPATCH_MAX_LEVEL GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI #define GL_NPATCH_FLAG GL_PN_TRIANGLES_ATI #define GL_NPATCH_LOD GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI #define SETINT_NPATCH_POINTINTERP GL_PN_TRIANGLES_POINT_MODE_ATI #define SETINT_NPATCH_NORMALINTERP GL_PN_TRIANGLES_NORMAL_MODE_ATI #define NPATCH_POINTINTERP_MIN GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI #define NPATCH_POINTINTERP_MAX GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI #define NPATCH_NORMALINTERP_MIN GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI #define NPATCH_NORMALINTERP_MAX GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI