GLenum FrontFace; /**< Either GL_CW or GL_CCW */
GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
- GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
GLboolean CullFlag; /**< Culling on/off flag */
GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
struct gl_vertex_program_state
{
GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
- GLboolean _Enabled; /**< Enabled and _valid_ user program? */
GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
- /** Computed two sided lighting for fixed function/programs. */
- GLboolean _TwoSideEnabled;
struct gl_program *Current; /**< User-bound vertex program */
/** Currently enabled and valid vertex program (including internal
struct gl_fragment_program_state
{
GLboolean Enabled; /**< User-set fragment program enable flag */
- GLboolean _Enabled; /**< Enabled and _valid_ user program? */
struct gl_program *Current; /**< User-bound fragment program */
/** Currently enabled and valid fragment program (including internal
struct gl_ati_fragment_shader_state
{
GLboolean Enabled;
- GLboolean _Enabled; /**< enabled and valid shader? */
GLboolean Compiling;
GLfloat GlobalConstants[8][4];
struct ati_fragment_shader *Current;