Use SDL_opengl.h and SDL_opengl_ext.h headers instead of doing our own defines -...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 12 Aug 2018 21:02:05 +0000 (21:02 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 12 Aug 2018 21:02:05 +0000 (21:02 +0000)
commit371dd80226347111360c8222a17d1c3d6fc26c72
treebf39a3636a2b586954b4c796feb382833550d913
parent2a794dbda8cba43c9ee35acb347afc87a7280c9a
Use SDL_opengl.h and SDL_opengl_ext.h headers instead of doing our own defines - still have to have the qgl function pointers though.

Removed some GLES2 debugging stuff.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12454 d7cf8633-e32d-0410-b094-e92efae38249
gl_backend.c
gl_textures.c
glquake.h
vid_sdl.c
vid_shared.c