glmFacetNormals(Model);
if (Model->numnormals == 0) {
GLfloat smoothing_angle = 90.0;
- printf("Generating normals.");
+ printf("Generating normals.\n");
glmVertexNormals(Model, smoothing_angle);
}
}
+static void
+DoFeatureChecks(void)
+{
+ char *version = (char *) glGetString(GL_VERSION);
+ if (version[0] == '1') {
+ /* check for individual extensions */
+ if (!glutExtensionSupported("GL_ARB_texture_cube_map")) {
+ printf("Sorry, GL_ARB_texture_cube_map is required.\n");
+ exit(1);
+ }
+ if (!glutExtensionSupported("GL_ARB_vertex_shader")) {
+ printf("Sorry, GL_ARB_vertex_shader is required.\n");
+ exit(1);
+ }
+ if (!glutExtensionSupported("GL_ARB_fragment_shader")) {
+ printf("Sorry, GL_ARB_fragment_shader is required.\n");
+ exit(1);
+ }
+ if (!glutExtensionSupported("GL_ARB_vertex_buffer_object")) {
+ printf("Sorry, GL_ARB_vertex_buffer_object is required.\n");
+ exit(1);
+ }
+ }
+}
+
+
int
main(int argc, char** argv)
{
glewInit();
+ DoFeatureChecks();
+
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);