int gl_support_var2 = false;
// GL_EXT_texture_filter_anisotropic
int gl_support_anisotropy = false;
+// GL_NV_texture_shader
+int gl_textureshader = false;
// LordHavoc: if window is hidden, don't update screen
int vid_hidden = true;
void (GLAPIENTRY *qglClearStencil)(GLint s);
//void (GLAPIENTRY *qglTexEnvf)(GLenum target, GLenum pname, GLfloat param);
+void (GLAPIENTRY *qglTexEnvfv)(GLenum target, GLenum pname, const GLfloat *params);
void (GLAPIENTRY *qglTexEnvi)(GLenum target, GLenum pname, GLint param);
void (GLAPIENTRY *qglTexParameterf)(GLenum target, GLenum pname, GLfloat param);
//void (GLAPIENTRY *qglTexParameterfv)(GLenum target, GLenum pname, GLfloat *params);
{"glStencilOp", (void **) &qglStencilOp},
{"glClearStencil", (void **) &qglClearStencil},
// {"glTexEnvf", (void **) &qglTexEnvf},
+ {"glTexEnvfv", (void **) &qglTexEnvfv},
{"glTexEnvi", (void **) &qglTexEnvi},
{"glTexParameterf", (void **) &qglTexParameterf},
// {"glTexParameterfv", (void **) &qglTexParameterfv},
gl_support_anisotropy = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false);
+ gl_textureshader = GL_CheckExtension("GL_NV_texture_shader", NULL, "-notextureshader", 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;