/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp * \ingroup bgerastogl */ #include #include "GL/glew.h" #include "RAS_GLExtensionManager.h" namespace bgl { void InitExtensions(bool debug) { static bool firsttime = true; if (firsttime) { firsttime = false; if (debug) { if (GLEW_ATI_pn_triangles) std::cout << "Enabled GL_ATI_pn_triangles" << std::endl; if (GLEW_ARB_texture_env_combine) std::cout << "Detected GL_ARB_texture_env_combine" << std::endl; if (GLEW_ARB_texture_cube_map) std::cout << "Detected GL_ARB_texture_cube_map" << std::endl; if (GLEW_ARB_multitexture) std::cout << "Detected GL_ARB_multitexture" << std::endl; if (GLEW_ARB_shader_objects) std::cout << "Detected GL_ARB_shader_objects" << std::endl; if (GLEW_ARB_vertex_shader) std::cout << "Detected GL_ARB_vertex_shader" << std::endl; if (GLEW_ARB_fragment_shader) std::cout << "Detected GL_ARB_fragment_shader" << std::endl; if (GLEW_ARB_vertex_program) std::cout << "Detected GL_ARB_vertex_program" << std::endl; if (GLEW_ARB_depth_texture) std::cout << "Detected GL_ARB_depth_texture" << std::endl; if (GLEW_EXT_separate_specular_color) std::cout << "Detected GL_EXT_separate_specular_color" << std::endl; } } } } // namespace bgl