fix a pile of issues with calling conventions on GLES2 platforms by
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 3 Aug 2011 20:57:40 +0000 (20:57 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 3 Aug 2011 20:57:40 +0000 (20:57 +0000)
commita15e0c4cddf4f60827a3be097197447c52b7989a
tree3966e85a6b03329d7ed38000e92bc5518d62ad1c
parent5f8d215217667477114b71b148c5c9890380763e
fix a pile of issues with calling conventions on GLES2 platforms by
directly calling the gl functions on these platforms, this required
quite an overhaul in the headers and a lot of code gets disabled if
USE_GLES2 to avoid referencing undefined constants and such...

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11266 d7cf8633-e32d-0410-b094-e92efae38249
14 files changed:
cl_screen.c
cl_video.c
ft2.c
gl_backend.c
gl_draw.c
gl_rmain.c
gl_textures.c
glquake.h
model_alias.c
quakedef.h
r_shadow.c
shader_glsl.h
vid_sdl.c
vid_shared.c