{ OFF, "GL_ARB_draw_buffers", F(ARB_draw_buffers) },
{ OFF, "GL_ARB_fragment_program", F(ARB_fragment_program) },
{ OFF, "GL_ARB_fragment_shader", F(ARB_fragment_shader) },
- { OFF, "GL_MESAX_half_float_pixel", F(ARB_half_float_pixel) },
+ { OFF, "GL_ARB_half_float_pixel", F(ARB_half_float_pixel) },
{ OFF, "GL_ARB_imaging", F(ARB_imaging) },
{ OFF, "GL_ARB_multisample", F(ARB_multisample) },
{ OFF, "GL_ARB_multitexture", F(ARB_multitexture) },
#if FEATURE_ARB_fragment_shader
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
#endif
- /*ctx->Extensions.ARB_half_float_pixel = GL_TRUE;*/
+ ctx->Extensions.ARB_half_float_pixel = GL_TRUE;
ctx->Extensions.ARB_imaging = GL_TRUE;
ctx->Extensions.ARB_multitexture = GL_TRUE;
#if FEATURE_ARB_occlusion_query