{ ON, "GL_EXT_copy_texture", F(EXT_copy_texture) },
{ OFF, "GL_EXT_depth_bounds_test", F(EXT_depth_bounds_test) },
{ ON, "GL_EXT_draw_range_elements", F(EXT_draw_range_elements) },
+ { OFF, "GL_EXT_framebuffer_object", F(EXT_framebuffer_object) },
{ OFF, "GL_EXT_fog_coord", F(EXT_fog_coord) },
{ OFF, "GL_EXT_histogram", F(EXT_histogram) },
{ OFF, "GL_EXT_multi_draw_arrays", F(EXT_multi_draw_arrays) },
{ OFF, "GL_ATI_blend_equation_separate", F(EXT_blend_equation_separate) },
{ OFF, "GL_ATI_texture_env_combine3", F(ATI_texture_env_combine3)},
{ OFF, "GL_ATI_texture_mirror_once", F(ATI_texture_mirror_once)},
+ { OFF, "GL_ATI_fragment_shader", F(ATI_fragment_shader)},
{ OFF, "GL_HP_occlusion_test", F(HP_occlusion_test) },
{ OFF, "GL_IBM_multimode_draw_arrays", F(IBM_multimode_draw_arrays) },
{ ON, "GL_IBM_rasterpos_clip", F(IBM_rasterpos_clip) },
#if FEATURE_ARB_shader_objects
ctx->Extensions.ARB_shader_objects = GL_TRUE;
#if FEATURE_ARB_fragment_shader
- ctx->Extensions.ARB_fragment_shader = GL_FALSE; /*GL_TRUE;*/
+ ctx->Extensions.ARB_fragment_shader = GL_TRUE;
#endif
#if FEATURE_ARB_vertex_shader
- ctx->Extensions.ARB_vertex_shader = GL_FALSE; /*GL_TRUE;*/
+ ctx->Extensions.ARB_vertex_shader = GL_TRUE;
#endif
+#endif
+#if FEATURE_ATI_fragment_shader
+ ctx->Extensions.ATI_fragment_shader = GL_TRUE;
#endif
ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
ctx->Extensions.EXT_convolution = GL_TRUE;
ctx->Extensions.EXT_depth_bounds_test = GL_TRUE;
ctx->Extensions.EXT_fog_coord = GL_TRUE;
+ /*ctx->Extensions.EXT_framebuffer_object = GL_TRUE;*/
ctx->Extensions.EXT_histogram = GL_TRUE;
ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;
ctx->Extensions.EXT_paletted_texture = GL_TRUE;
#if FEATURE_ARB_shader_objects
ctx->Extensions.ARB_shader_objects = GL_TRUE;
#if FEATURE_ARB_fragment_shader
- ctx->Extensions.ARB_fragment_shader = GL_FALSE; /*GL_TRUE;*/
+ ctx->Extensions.ARB_fragment_shader = GL_TRUE;
#endif
#if FEATURE_ARB_vertex_shader
- ctx->Extensions.ARB_vertex_shader = GL_FALSE; /*GL_TRUE;*/
+ ctx->Extensions.ARB_vertex_shader = GL_TRUE;
#endif
#endif
}