vid.support.arb_depth_texture = true;
vid.support.arb_draw_buffers = vid_d3d9caps.NumSimultaneousRTs > 1;
vid.support.arb_occlusion_query = true; // can't find a cap for this
+ vid.support.arb_query_buffer_object = true;
vid.support.arb_shadow = true;
vid.support.arb_texture_compression = true;
vid.support.arb_texture_cube_map = true;