st/xorg: Include cursorstr.h
[mesa.git] / progs / util / glstate.c
1
2 /*
3 * Print GL state information (for debugging)
4 * Copyright (C) 1998 Brian Paul
5 *
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Library General Public
8 * License as published by the Free Software Foundation; either
9 * version 2 of the License, or (at your option) any later version.
10 *
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Library General Public License for more details.
15 *
16 * You should have received a copy of the GNU Library General Public
17 * License along with this library; if not, write to the Free
18 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
19 */
20
21
22 /*
23 * Revision 1.1 1999/08/19 00:55:42 jtg
24 * Initial revision
25 *
26 * Revision 1.4 1999/06/19 01:36:43 brianp
27 * more features added
28 *
29 * Revision 1.3 1999/02/24 05:16:20 brianp
30 * added still more records to EnumTable
31 *
32 * Revision 1.2 1998/11/24 03:47:54 brianp
33 * added more records to EnumTable
34 *
35 * Revision 1.1 1998/11/24 03:41:16 brianp
36 * Initial revision
37 *
38 */
39
40
41
42 #include <assert.h>
43 #include <GL/gl.h>
44 #include <stdio.h>
45 #include <stdlib.h>
46 #include "glstate.h"
47
48
49 #define FLOAT 1
50 #define INT 2
51 #define DOUBLE 3
52 #define BOOLEAN 4
53 #define ENUM 5
54 #define VOID 6
55 #define LAST_TOKEN ~0
56
57
58 struct EnumRecord {
59 GLenum enumerator; /* GLenum constant */
60 const char *string; /* string name */
61 int getType; /* INT, FLOAT, DOUBLE, BOOLEAN, ENUM, or VOID */
62 int getCount; /* number of values returned by the glGet*v() call */
63 };
64
65
66 /* XXX Lots more records to add here! Help, anyone? */
67
68 static struct EnumRecord EnumTable[] = {
69 { GL_ACCUM_RED_BITS, "GL_ACCUM_RED_BITS", INT, 1 },
70 { GL_ACCUM_GREEN_BITS, "GL_ACCUM_GREEN_BITS", INT, 1 },
71 { GL_ACCUM_BLUE_BITS, "GL_ACCUM_BLUE_BITS", INT, 1 },
72 { GL_ACCUM_ALPHA_BITS, "GL_ACCUM_ALPHA_BITS", INT, 1 },
73 { GL_ACCUM_CLEAR_VALUE, "GL_ACCUM_CLEAR_VALUE", FLOAT, 4 },
74 { GL_ALPHA_BIAS, "GL_ALPHA_BIAS", FLOAT, 1 },
75 { GL_ALPHA_BITS, "GL_ALPHA_BITS", INT, 1 },
76 { GL_ALPHA_SCALE, "GL_ALPHA_SCALE", FLOAT, 1 },
77 { GL_ALPHA_TEST, "GL_ALPHA_TEST", BOOLEAN, 1 },
78 { GL_ALPHA_TEST_FUNC, "GL_ALPHA_TEST_FUNC", ENUM, 1 },
79 { GL_ALWAYS, "GL_ALWAYS", ENUM, 0 },
80 { GL_ALPHA_TEST_REF, "GL_ALPHA_TEST_REF", FLOAT, 1 },
81 { GL_ATTRIB_STACK_DEPTH, "GL_ATTRIB_STACK_DEPTH", INT, 1 },
82 { GL_AUTO_NORMAL, "GL_AUTO_NORMAL", BOOLEAN, 1 },
83 { GL_AUX_BUFFERS, "GL_AUX_BUFFERS", INT, 1 },
84 { GL_BLEND, "GL_BLEND", BOOLEAN, 1 },
85 { GL_BLEND_DST, "GL_BLEND_DST", ENUM, 1 },
86 { GL_BLEND_SRC, "GL_BLEND_SRC", ENUM, 1 },
87 { GL_BLUE_BIAS, "GL_BLUE_BIAS", FLOAT, 1 },
88 { GL_BLUE_BITS, "GL_BLUE_BITS", INT, 1 },
89 { GL_BLUE_SCALE, "GL_BLUE_SCALE", FLOAT, 1 },
90
91 { GL_CLAMP_TO_EDGE, "GL_CLAMP_TO_EDGE", ENUM, 0 },
92 { GL_CLEAR, "GL_CLEAR", ENUM, 0 },
93 { GL_CLIENT_ATTRIB_STACK_DEPTH, "GL_CLIENT_ATTRIB_STACK_DEPTH", INT, 1 },
94 { GL_CLIP_PLANE0, "GL_CLIP_PLANE0", BOOLEAN, 1 },
95 { GL_CLIP_PLANE1, "GL_CLIP_PLANE1", BOOLEAN, 1 },
96 { GL_CLIP_PLANE2, "GL_CLIP_PLANE2", BOOLEAN, 1 },
97 { GL_CLIP_PLANE3, "GL_CLIP_PLANE3", BOOLEAN, 1 },
98 { GL_CLIP_PLANE4, "GL_CLIP_PLANE4", BOOLEAN, 1 },
99 { GL_CLIP_PLANE5, "GL_CLIP_PLANE5", BOOLEAN, 1 },
100 { GL_COEFF, "GL_COEEF", ENUM, 0 },
101 { GL_COLOR, "GL_COLOR", ENUM, 0 },
102 { GL_COLOR_BUFFER_BIT, "GL_COLOR_BUFFER_BIT", ENUM, 0 },
103 { GL_COLOR_CLEAR_VALUE, "GL_COLOR_CLEAR_VALUE", FLOAT, 4 },
104 { GL_COLOR_INDEX, "GL_COLOR_INDEX", ENUM, 0 },
105 { GL_COLOR_MATERIAL, "GL_COLOR_MATERIAL", BOOLEAN, 1 },
106 { GL_COLOR_MATERIAL_FACE, "GL_COLOR_MATERIAL_FACE", ENUM, 1 },
107 { GL_COLOR_MATERIAL_PARAMETER, "GL_COLOR_MATERIAL_PARAMETER", ENUM, 1 },
108 { GL_COLOR_WRITEMASK, "GL_COLOR_WRITEMASK", BOOLEAN, 4 },
109 { GL_COMPILE, "GL_COMPILE", ENUM, 0 },
110 { GL_COMPILE_AND_EXECUTE, "GL_COMPILE_AND_EXECUTE", ENUM, 0 },
111 { GL_COPY, "GL_COPY", ENUM, 0 },
112 { GL_COPY_INVERTED, "GL_COPY_INVERTED", ENUM, 0 },
113 { GL_COPY_PIXEL_TOKEN, "GL_COPY_PIXEL_TOKEN", ENUM, 0 },
114 { GL_CULL_FACE, "GL_CULL_FACE", BOOLEAN, 1 },
115 { GL_CULL_FACE_MODE, "GL_CULL_FACE_MODE", ENUM, 1 },
116 { GL_CURRENT_BIT, "GL_CURRENT_BIT", ENUM, 0 },
117 { GL_CURRENT_COLOR, "GL_CURRENT_COLOR", FLOAT, 4 },
118 { GL_CURRENT_INDEX, "GL_CURRENT_INDEX", INT, 1 },
119 { GL_CURRENT_NORMAL, "GL_CURRENT_NORMAL", FLOAT, 3 },
120 { GL_CURRENT_RASTER_COLOR, "GL_CURRENT_RASTER_COLOR", FLOAT, 4 },
121 { GL_CURRENT_RASTER_DISTANCE, "GL_CURRENT_RASTER_DISTANCE", FLOAT, 1 },
122 { GL_CURRENT_RASTER_INDEX, "GL_CURRENT_RASTER_INDEX", INT, 1 },
123 { GL_CURRENT_RASTER_POSITION, "GL_CURRENT_RASTER_POSITION", FLOAT, 4 },
124 { GL_CURRENT_RASTER_TEXTURE_COORDS, "GL_CURRENT_RASTER_TEXTURE_COORDS", FLOAT, 4 },
125 { GL_CURRENT_RASTER_POSITION_VALID, "GL_CURRENT_RASTER_POSITION_VALID", BOOLEAN, 1 },
126 { GL_CURRENT_TEXTURE_COORDS, "GL_CURRENT_TEXTURE_COORDS", FLOAT, 4 },
127 { GL_CW, "GL_CW", ENUM, 0 },
128 { GL_CCW, "GL_CCW", ENUM, 0 },
129
130 { GL_DECAL, "GL_DECAL", ENUM, 0 },
131 { GL_DECR, "GL_DECR", ENUM, 0 },
132 { GL_DEPTH, "GL_DEPTH", ENUM, 0 },
133 { GL_DEPTH_BIAS, "GL_DEPTH_BIAS", FLOAT, 1 },
134 { GL_DEPTH_BITS, "GL_DEPTH_BITS", INT, 1 },
135 { GL_DEPTH_BUFFER_BIT, "GL_DEPTH_BUFFER_BIT", ENUM, 0 },
136 { GL_DEPTH_CLEAR_VALUE, "GL_DEPTH_CLEAR_VALUE", FLOAT, 1 },
137 { GL_DEPTH_COMPONENT, "GL_DEPTH_COMPONENT", ENUM, 0 },
138 { GL_DEPTH_FUNC, "GL_DEPTH_FUNC", ENUM, 1 },
139 { GL_DEPTH_RANGE, "GL_DEPTH_RANGE", FLOAT, 2 },
140 { GL_DEPTH_SCALE, "GL_DEPTH_SCALE", FLOAT, 1 },
141 { GL_DEPTH_TEST, "GL_DEPTH_TEST", ENUM, 1 },
142 { GL_DEPTH_WRITEMASK, "GL_DEPTH_WRITEMASK", BOOLEAN, 1 },
143 { GL_DIFFUSE, "GL_DIFFUSE", ENUM, 0 }, /*XXX*/
144 { GL_DITHER, "GL_DITHER", BOOLEAN, 1 },
145 { GL_DOMAIN, "GL_DOMAIN", ENUM, 0 },
146 { GL_DONT_CARE, "GL_DONT_CARE", ENUM, 0 },
147 { GL_DOUBLE, "GL_DOUBLE", ENUM, 0 },
148 { GL_DOUBLEBUFFER, "GL_DOUBLEBUFFER", BOOLEAN, 1},
149 { GL_DRAW_BUFFER, "GL_DRAW_BUFFER", ENUM, 1 },
150 { GL_DRAW_PIXEL_TOKEN, "GL_DRAW_PIXEL_TOKEN", ENUM, 0 },
151 { GL_DST_ALPHA, "GL_DST_ALPHA", ENUM, 0 },
152 { GL_DST_COLOR, "GL_DST_COLOR", ENUM, 0 },
153
154 { GL_EDGE_FLAG, "GL_EDGE_FLAG", BOOLEAN, 1 },
155 /* XXX GL_EDGE_FLAG_ARRAY_* */
156 { GL_EMISSION, "GL_EMISSION", ENUM, 0 }, /* XXX */
157 { GL_ENABLE_BIT, "GL_ENABLE_BIT", ENUM, 0 },
158 { GL_EQUAL, "GL_EQUAL", ENUM, 0 },
159 { GL_EQUIV, "GL_EQUIV", ENUM, 0 },
160 { GL_EVAL_BIT, "GL_EVAL_BIT", ENUM, 0 },
161 { GL_EXP, "GL_EXP", ENUM, 0 },
162 { GL_EXP2, "GL_EXP2", ENUM, 0 },
163 { GL_EXTENSIONS, "GL_EXTENSIONS", ENUM, 0 },
164 { GL_EYE_LINEAR, "GL_EYE_LINEAR", ENUM, 0 },
165 { GL_EYE_PLANE, "GL_EYE_PLANE", ENUM, 0 },
166
167 { GL_FALSE, "GL_FALSE", ENUM, 0 },
168 { GL_FASTEST, "GL_FASTEST", ENUM, 0 },
169 { GL_FEEDBACK, "GL_FEEDBACK", ENUM, 0 },
170 { GL_FEEDBACK_BUFFER_POINTER, "GL_FEEDBACK_BUFFER_POINTER", VOID, 0 },
171 { GL_FEEDBACK_BUFFER_SIZE, "GL_FEEDBACK_BUFFER_SIZE", INT, 1 },
172 { GL_FEEDBACK_BUFFER_TYPE, "GL_FEEDBACK_BUFFER_TYPE", INT, 1 },
173 { GL_FILL, "GL_FILL", ENUM, 0 },
174 { GL_FLAT, "GL_FLAT", ENUM, 0 },
175 { GL_FLOAT, "GL_FLOAT", ENUM, 0 },
176 { GL_FOG, "GL_FOG", BOOLEAN, 1 },
177 { GL_FOG_BIT, "GL_FOG_BIT", ENUM, 0 },
178 { GL_FOG_COLOR, "GL_FOG_COLOR", FLOAT, 4 },
179 { GL_FOG_DENSITY, "GL_FOG_DENSITY", FLOAT, 1 },
180 { GL_FOG_END, "GL_FOG_END", FLOAT, 1 },
181 { GL_FOG_HINT, "GL_FOG_HINT", ENUM, 1 },
182 { GL_FOG_INDEX, "GL_FOG_INDEX", INT, 1 },
183 { GL_FOG_MODE, "GL_FOG_MODE", ENUM, 1 },
184 { GL_FOG_START, "GL_FOG_START", FLOAT, 1 },
185 { GL_FRONT, "GL_FRONT", ENUM, 0 },
186 { GL_FRONT_AND_BACK, "GL_FRONT_AND_BACK", ENUM, 0 },
187 { GL_FRONT_FACE, "GL_FRONT_FACE", ENUM, 1 },
188 { GL_FRONT_LEFT, "GL_FRONT_LEFT", ENUM, 0 },
189 { GL_FRONT_RIGHT, "GL_FRONT_RIGHT", ENUM, 0 },
190
191 { GL_GEQUAL, "GL_GEQUAL", ENUM, 0 },
192 { GL_GREATER, "GL_GREATER", ENUM, 0 },
193 { GL_GREEN, "GL_GREEN", ENUM, 0 },
194 { GL_GREEN_BIAS, "GL_GREEN_BIAS", FLOAT, 1 },
195 { GL_GREEN_BITS, "GL_GREEN_BITS", INT, 1 },
196 { GL_GREEN_SCALE, "GL_GREEN_SCALE", FLOAT, 1 },
197
198
199
200 { GL_LESS, "GL_LESS", ENUM, 0 },
201 { GL_LEQUAL, "GL_LEQUAL", ENUM, 0 },
202 { GL_LIGHTING, "GL_LIGHTING", BOOLEAN, 1 },
203 { GL_LINE_SMOOTH, "GL_LINE_SMOOTH", BOOLEAN, 1 },
204 { GL_LINE_STIPPLE, "GL_LINE_STIPPLE", BOOLEAN, 1 },
205 { GL_LINE_STIPPLE_PATTERN, "GL_LINE_STIPPLE_PATTERN", INT, 1 },
206 { GL_LINE_STIPPLE_REPEAT, "GL_LINE_STIPPLE_REPEAT", INT, 1 },
207 { GL_LINE_WIDTH, "GL_LINE_WIDTH", FLOAT, 1 },
208
209 { GL_MODELVIEW_MATRIX, "GL_MODELVIEW_MATRIX", DOUBLE, 16 },
210
211 { GL_NEVER, "GL_NEVER", ENUM, 0 },
212 { GL_NOTEQUAL, "GL_NOTEQUAL", ENUM, 0 },
213
214 { GL_PROJECTION_MATRIX, "GL_PROJECTION_MATRIX", FLOAT, 16 },
215
216 { GL_PACK_SWAP_BYTES, "GL_PACK_SWAP_BYTES", INT, 1 },
217 { GL_PACK_LSB_FIRST, "GL_PACK_LSB_FIRST", INT, 1 },
218 { GL_PACK_ROW_LENGTH, "GL_PACK_ROW_LENGTH", INT, 1 },
219 { GL_PACK_SKIP_PIXELS, "GL_PACK_SKIP_PIXELS", INT, 1 },
220 { GL_PACK_SKIP_ROWS, "GL_PACK_SKIP_ROWS", INT, 1 },
221 { GL_PACK_ALIGNMENT, "GL_PACK_ALIGNMENT", INT, 1 },
222
223 { GL_TRUE, "GL_TRUE", ENUM, 0 },
224
225 { GL_UNPACK_SWAP_BYTES, "GL_UNPACK_SWAP_BYTES", INT, 1 },
226 { GL_UNPACK_LSB_FIRST, "GL_UNPACK_LSB_FIRST", INT, 1 },
227 { GL_UNPACK_ROW_LENGTH, "GL_UNPACK_ROW_LENGTH", INT, 1 },
228 { GL_UNPACK_SKIP_PIXELS, "GL_UNPACK_SKIP_PIXELS", INT, 1 },
229 { GL_UNPACK_SKIP_ROWS, "GL_UNPACK_SKIP_ROWS", INT, 1 },
230 { GL_UNPACK_ALIGNMENT, "GL_UNPACK_ALIGNMENT", INT, 1 },
231
232 { GL_VIEWPORT, "GL_VIEWPORT", INT, 4 },
233
234
235 /*
236 * Extensions
237 */
238
239 #if defined(GL_EXT_blend_minmax)
240 { GL_BLEND_EQUATION_EXT, "GL_BLEND_EQUATION_EXT", ENUM, 1 },
241 #endif
242 #if defined(GL_EXT_blend_color)
243 { GL_BLEND_COLOR_EXT, "GL_BLEND_COLOR_EXT", FLOAT, 4 },
244 #endif
245 #if defined(GL_EXT_point_parameters)
246 { GL_DISTANCE_ATTENUATION_EXT, "GL_DISTANCE_ATTENUATION_EXT", FLOAT, 1 },
247 #endif
248 #if defined(GL_INGR_blend_func_separate)
249 { GL_BLEND_SRC_RGB_INGR, "GL_BLEND_SRC_RGB_INGR", ENUM, 1 },
250 { GL_BLEND_DST_RGB_INGR, "GL_BLEND_DST_RGB_INGR", ENUM, 1 },
251 { GL_BLEND_SRC_ALPHA_INGR, "GL_BLEND_SRC_ALPHA_INGR", ENUM, 1 },
252 { GL_BLEND_DST_ALPHA_INGR, "GL_BLEND_DST_ALPHA_INGR", ENUM, 1 },
253 #endif
254
255
256 { LAST_TOKEN, "", 0, 0 }
257 };
258
259
260 static const struct EnumRecord *FindRecord( GLenum var )
261 {
262 int i;
263 for (i = 0; EnumTable[i].enumerator != LAST_TOKEN; i++) {
264 if (EnumTable[i].enumerator == var) {
265 return &EnumTable[i];
266 }
267 }
268 return NULL;
269 }
270
271
272
273 /*
274 * Return the string label for the given enum.
275 */
276 const char *GetEnumString( GLenum var )
277 {
278 const struct EnumRecord *rec = FindRecord(var);
279 if (rec)
280 return rec->string;
281 else
282 return NULL;
283 }
284
285
286
287 /*
288 * Print current value of the given state variable.
289 */
290 void PrintState( int indent, GLenum var )
291 {
292 const struct EnumRecord *rec = FindRecord(var);
293
294 while (indent-- > 0)
295 putchar(' ');
296
297 if (rec) {
298 if (rec->getCount <= 0) {
299 assert(rec->getType == ENUM);
300 printf("%s is not a state variable\n", rec->string);
301 }
302 else {
303 switch (rec->getType) {
304 case INT:
305 {
306 GLint values[100];
307 int i;
308 glGetIntegerv(rec->enumerator, values);
309 printf("%s = ", rec->string);
310 for (i = 0; i < rec->getCount; i++)
311 printf("%d ", values[i]);
312 printf("\n");
313 }
314 break;
315 case FLOAT:
316 {
317 GLfloat values[100];
318 int i;
319 glGetFloatv(rec->enumerator, values);
320 printf("%s = ", rec->string);
321 for (i = 0; i < rec->getCount; i++)
322 printf("%f ", values[i]);
323 printf("\n");
324 }
325 break;
326 case DOUBLE:
327 {
328 GLdouble values[100];
329 int i;
330 glGetDoublev(rec->enumerator, values);
331 printf("%s = ", rec->string);
332 for (i = 0; i < rec->getCount; i++)
333 printf("%f ", (float) values[i]);
334 printf("\n");
335 }
336 break;
337 case BOOLEAN:
338 {
339 GLboolean values[100];
340 int i;
341 glGetBooleanv(rec->enumerator, values);
342 printf("%s = ", rec->string);
343 for (i = 0; i < rec->getCount; i++)
344 printf("%s ", values[i] ? "GL_TRUE" : "GL_FALSE");
345 printf("\n");
346 }
347 break;
348 case ENUM:
349 {
350 GLint values[100];
351 int i;
352 glGetIntegerv(rec->enumerator, values);
353 printf("%s = ", rec->string);
354 for (i = 0; i < rec->getCount; i++) {
355 const char *str = GetEnumString((GLenum) values[i]);
356 if (str)
357 printf("%s ", str);
358 else
359 printf("??? ");
360 }
361 printf("\n");
362 }
363 break;
364 case VOID:
365 {
366 GLvoid *values[100];
367 int i;
368 glGetPointerv(rec->enumerator, values);
369 printf("%s = ", rec->string);
370 for (i = 0; i < rec->getCount; i++) {
371 printf("%p ", values[i]);
372 }
373 printf("\n");
374 }
375 break;
376 default:
377 printf("fatal error in PrintState()\n");
378 abort();
379 }
380 }
381 }
382 else {
383 printf("Unknown GLenum passed to PrintState()\n");
384 }
385 }
386
387
388
389 /*
390 * Print all glPixelStore-related state.
391 * NOTE: Should write similar functions for lighting, texturing, etc.
392 */
393 void PrintPixelStoreState( void )
394 {
395 const GLenum enums[] = {
396 GL_PACK_SWAP_BYTES,
397 GL_PACK_LSB_FIRST,
398 GL_PACK_ROW_LENGTH,
399 GL_PACK_SKIP_PIXELS,
400 GL_PACK_SKIP_ROWS,
401 GL_PACK_ALIGNMENT,
402 GL_UNPACK_SWAP_BYTES,
403 GL_UNPACK_LSB_FIRST,
404 GL_UNPACK_ROW_LENGTH,
405 GL_UNPACK_SKIP_PIXELS,
406 GL_UNPACK_SKIP_ROWS,
407 GL_UNPACK_ALIGNMENT,
408 0
409 };
410 int i;
411 printf("Pixel pack/unpack state:\n");
412 for (i = 0; enums[i]; i++) {
413 PrintState(3, enums[i]);
414 }
415 }
416
417
418
419
420 /*
421 * Print all state for the given attribute group.
422 */
423 void PrintAttribState( GLbitfield attrib )
424 {
425 static const GLenum depth_buffer_enums[] = {
426 GL_DEPTH_FUNC,
427 GL_DEPTH_CLEAR_VALUE,
428 GL_DEPTH_TEST,
429 GL_DEPTH_WRITEMASK,
430 0
431 };
432 static const GLenum fog_enums[] = {
433 GL_FOG,
434 GL_FOG_COLOR,
435 GL_FOG_DENSITY,
436 GL_FOG_START,
437 GL_FOG_END,
438 GL_FOG_INDEX,
439 GL_FOG_MODE,
440 0
441 };
442 static const GLenum line_enums[] = {
443 GL_LINE_SMOOTH,
444 GL_LINE_STIPPLE,
445 GL_LINE_STIPPLE_PATTERN,
446 GL_LINE_STIPPLE_REPEAT,
447 GL_LINE_WIDTH,
448 0
449 };
450
451 const GLenum *enumList = NULL;
452
453 switch (attrib) {
454 case GL_DEPTH_BUFFER_BIT:
455 enumList = depth_buffer_enums;
456 printf("GL_DEPTH_BUFFER_BIT state:\n");
457 break;
458 case GL_FOG_BIT:
459 enumList = fog_enums;
460 printf("GL_FOG_BIT state:\n");
461 break;
462 case GL_LINE_BIT:
463 enumList = line_enums;
464 printf("GL_LINE_BIT state:\n");
465 break;
466 default:
467 printf("Bad value in PrintAttribState()\n");
468 }
469
470 if (enumList) {
471 int i;
472 for (i = 0; enumList[i]; i++)
473 PrintState(3, enumList[i]);
474 }
475 }
476
477
478 /*#define TEST*/
479 #ifdef TEST
480
481 #include <GL/glut.h>
482
483 int main( int argc, char *argv[] )
484 {
485 glutInit( &argc, argv );
486 glutInitWindowPosition(0, 0);
487 glutInitWindowSize(400, 300);
488 glutInitDisplayMode(GLUT_RGB);
489 glutCreateWindow(argv[0]);
490 PrintAttribState(GL_DEPTH_BUFFER_BIT);
491 PrintAttribState(GL_FOG_BIT);
492 PrintAttribState(GL_LINE_BIT);
493 PrintState(0, GL_ALPHA_BITS);
494 PrintState(0, GL_VIEWPORT);
495 PrintState(0, GL_ALPHA_TEST_FUNC);
496 PrintState(0, GL_MODELVIEW_MATRIX);
497 PrintState(0, GL_ALWAYS);
498 PrintPixelStoreState();
499 return 0;
500 }
501
502 #endif