output from indirect rendering).
#define need_GL_ARB_multisample
#define need_GL_ARB_texture_compression
#define need_GL_ARB_multisample
#define need_GL_ARB_texture_compression
+#define need_GL_EXT_fog_coord
#define need_GL_EXT_blend_minmax
#include "extension_helper.h"
#define need_GL_EXT_blend_minmax
#include "extension_helper.h"
{ "GL_ARB_texture_env_add", NULL },
{ "GL_ARB_texture_mirrored_repeat", NULL },
{ "GL_EXT_blend_subtract", GL_EXT_blend_minmax_functions },
{ "GL_ARB_texture_env_add", NULL },
{ "GL_ARB_texture_mirrored_repeat", NULL },
{ "GL_EXT_blend_subtract", GL_EXT_blend_minmax_functions },
+ { "GL_EXT_fog_coord", GL_EXT_fog_coord_functions },
{ "GL_EXT_texture_edge_clamp", NULL },
{ "GL_MESA_ycbcr_texture", NULL },
{ "GL_NV_blend_square", NULL },
{ "GL_EXT_texture_edge_clamp", NULL },
{ "GL_MESA_ycbcr_texture", NULL },
{ "GL_NV_blend_square", NULL },