{ OFF, "GL_ARB_pixel_buffer_object", F(EXT_pixel_buffer_object) },
{ OFF, "GL_ARB_point_parameters", F(EXT_point_parameters) },
{ OFF, "GL_ARB_point_sprite", F(ARB_point_sprite) },
- { OFF, "GL_ARB_shader_objects", F(ARB_shader_objects) },\r
+ { OFF, "GL_ARB_shader_objects", F(ARB_shader_objects) },
{ OFF, "GL_ARB_shading_language_100", F(ARB_shading_language_100) },
{ OFF, "GL_ARB_shadow", F(ARB_shadow) },
{ OFF, "GL_ARB_shadow_ambient", F(SGIX_shadow_ambient) },
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
#if FEATURE_ARB_fragment_program
ctx->Extensions.ARB_fragment_program = GL_TRUE;
-#endif\r
-#if FEATURE_ARB_fragment_shader\r
- ctx->Extensions.ARB_fragment_shader = GL_TRUE;\r
+#endif
+#if 0 && FEATURE_ARB_fragment_shader
+ ctx->Extensions.ARB_fragment_shader = GL_TRUE;
#endif
/*ctx->Extensions.ARB_half_float_pixel = GL_TRUE;*/
ctx->Extensions.ARB_imaging = GL_TRUE;
#if FEATURE_ARB_occlusion_query
ctx->Extensions.ARB_occlusion_query = GL_TRUE;
#endif
- ctx->Extensions.ARB_point_sprite = GL_TRUE;\r
-#if FEATURE_ARB_shader_objects\r
- ctx->Extensions.ARB_shader_objects = GL_TRUE;\r
-#endif\r
-#if FEATURE_ARB_shading_language_100\r
- ctx->Extensions.ARB_shading_language_100 = GL_TRUE;\r
-#endif\r
+ ctx->Extensions.ARB_point_sprite = GL_TRUE;
+#if 0 && FEATURE_ARB_shader_objects
+ ctx->Extensions.ARB_shader_objects = GL_TRUE;
+#endif
+#if 0 && FEATURE_ARB_shading_language_100
+ ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
+#endif
ctx->Extensions.ARB_shadow = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
#if FEATURE_ARB_vertex_program
ctx->Extensions.ARB_vertex_program = GL_TRUE;
-#endif\r
-#if FEATURE_ARB_vertex_shader\r
- ctx->Extensions.ARB_vertex_shader = GL_TRUE;\r
+#endif
+#if 0 && FEATURE_ARB_vertex_shader
+ ctx->Extensions.ARB_vertex_shader = GL_TRUE;
#endif
#if FEATURE_ARB_vertex_buffer_object
ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
_mesa_enable_2_0_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
-#if FEATURE_ARB_fragment_shader\r
- ctx->Extensions.ARB_fragment_shader = GL_TRUE;\r
-#endif\r
+#if 0 && FEATURE_ARB_fragment_shader
+ ctx->Extensions.ARB_fragment_shader = GL_TRUE;
+#endif
ctx->Extensions.ARB_point_sprite = GL_TRUE;
ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
-#if FEATURE_ARB_shader_objects\r
- ctx->Extensions.ARB_shader_objects = GL_TRUE;\r
-#endif\r
-#if FEATURE_ARB_shading_language_100\r
- ctx->Extensions.ARB_shading_language_100 = GL_TRUE;\r
-#endif\r
+#if 0 && FEATURE_ARB_shader_objects
+ ctx->Extensions.ARB_shader_objects = GL_TRUE;
+#endif
+#if 0 && FEATURE_ARB_shading_language_100
+ ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
+#endif
ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
-#if FEATURE_ARB_vertex_shader\r
- ctx->Extensions.ARB_vertex_shader = GL_TRUE;\r
-#endif\r
+#if 0 && FEATURE_ARB_vertex_shader
+ ctx->Extensions.ARB_vertex_shader = GL_TRUE;
+#endif
}