int gl_support_var = false;
// GL_NV_vertex_array_range2
int gl_support_var2 = false;
+// GL_EXT_texture_filter_anisotropic
+int gl_support_anisotropy = false;
// LordHavoc: if window is hidden, don't update screen
int vid_hidden = true;
//void (GLAPIENTRY *qglTexEnvf)(GLenum target, GLenum pname, GLfloat param);
void (GLAPIENTRY *qglTexEnvi)(GLenum target, GLenum pname, GLint param);
-//void (GLAPIENTRY *qglTexParameterf)(GLenum target, GLenum pname, GLfloat param);
+void (GLAPIENTRY *qglTexParameterf)(GLenum target, GLenum pname, GLfloat param);
//void (GLAPIENTRY *qglTexParameterfv)(GLenum target, GLenum pname, GLfloat *params);
void (GLAPIENTRY *qglTexParameteri)(GLenum target, GLenum pname, GLint param);
{"glClearStencil", (void **) &qglClearStencil},
// {"glTexEnvf", (void **) &qglTexEnvf},
{"glTexEnvi", (void **) &qglTexEnvi},
-// {"glTexParameterf", (void **) &qglTexParameterf},
+ {"glTexParameterf", (void **) &qglTexParameterf},
// {"glTexParameterfv", (void **) &qglTexParameterfv},
{"glTexParameteri", (void **) &qglTexParameteri},
// {"glPixelStoref", (void **) &qglPixelStoref},
if (gl_support_var)
gl_support_var2 = GL_CheckExtension("GL_NV_vertex_array_range2", NULL, "-novar2", false);
+ gl_support_anisotropy = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false);
+
// we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code
if (qglDrawRangeElements == NULL)
qglDrawRangeElements = qglDrawRangeElementsEXT;