#include "mtypes.h"
+/**
+ * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
+ */
+struct gl_enable_attrib
+{
+ GLboolean AlphaTest;
+ GLboolean AutoNormal;
+ GLboolean Blend;
+ GLbitfield ClipPlanes;
+ GLboolean ColorMaterial;
+ GLboolean ColorTable[COLORTABLE_MAX];
+ GLboolean Convolution1D;
+ GLboolean Convolution2D;
+ GLboolean Separable2D;
+ GLboolean CullFace;
+ GLboolean DepthTest;
+ GLboolean Dither;
+ GLboolean Fog;
+ GLboolean Histogram;
+ GLboolean Light[MAX_LIGHTS];
+ GLboolean Lighting;
+ GLboolean LineSmooth;
+ GLboolean LineStipple;
+ GLboolean IndexLogicOp;
+ GLboolean ColorLogicOp;
+
+ GLboolean Map1Color4;
+ GLboolean Map1Index;
+ GLboolean Map1Normal;
+ GLboolean Map1TextureCoord1;
+ GLboolean Map1TextureCoord2;
+ GLboolean Map1TextureCoord3;
+ GLboolean Map1TextureCoord4;
+ GLboolean Map1Vertex3;
+ GLboolean Map1Vertex4;
+ GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
+ GLboolean Map2Color4;
+ GLboolean Map2Index;
+ GLboolean Map2Normal;
+ GLboolean Map2TextureCoord1;
+ GLboolean Map2TextureCoord2;
+ GLboolean Map2TextureCoord3;
+ GLboolean Map2TextureCoord4;
+ GLboolean Map2Vertex3;
+ GLboolean Map2Vertex4;
+ GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
+
+ GLboolean MinMax;
+ GLboolean Normalize;
+ GLboolean PixelTexture;
+ GLboolean PointSmooth;
+ GLboolean PolygonOffsetPoint;
+ GLboolean PolygonOffsetLine;
+ GLboolean PolygonOffsetFill;
+ GLboolean PolygonSmooth;
+ GLboolean PolygonStipple;
+ GLboolean RescaleNormals;
+ GLboolean Scissor;
+ GLboolean Stencil;
+ GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
+ GLboolean MultisampleEnabled; /* GL_ARB_multisample */
+ GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
+ GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
+ GLboolean SampleCoverage; /* GL_ARB_multisample */
+ GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
+ GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
+
+ GLbitfield Texture[MAX_TEXTURE_UNITS];
+ GLbitfield TexGen[MAX_TEXTURE_UNITS];
+
+ /* SGI_texture_color_table */
+ GLboolean TextureColorTable[MAX_TEXTURE_UNITS];
+
+ /* GL_ARB_vertex_program / GL_NV_vertex_program */
+ GLboolean VertexProgram;
+ GLboolean VertexProgramPointSize;
+ GLboolean VertexProgramTwoSide;
+
+ /* GL_ARB_point_sprite / GL_NV_point_sprite */
+ GLboolean PointSprite;
+ GLboolean FragmentShaderATI;
+};
+
+
/**
* Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
*/
};
-/**
- * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
- */
-struct gl_enable_attrib
-{
- GLboolean AlphaTest;
- GLboolean AutoNormal;
- GLboolean Blend;
- GLbitfield ClipPlanes;
- GLboolean ColorMaterial;
- GLboolean ColorTable[COLORTABLE_MAX];
- GLboolean Convolution1D;
- GLboolean Convolution2D;
- GLboolean Separable2D;
- GLboolean CullFace;
- GLboolean DepthTest;
- GLboolean Dither;
- GLboolean Fog;
- GLboolean Histogram;
- GLboolean Light[MAX_LIGHTS];
- GLboolean Lighting;
- GLboolean LineSmooth;
- GLboolean LineStipple;
- GLboolean IndexLogicOp;
- GLboolean ColorLogicOp;
- GLboolean Map1Color4;
- GLboolean Map1Index;
- GLboolean Map1Normal;
- GLboolean Map1TextureCoord1;
- GLboolean Map1TextureCoord2;
- GLboolean Map1TextureCoord3;
- GLboolean Map1TextureCoord4;
- GLboolean Map1Vertex3;
- GLboolean Map1Vertex4;
- GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
- GLboolean Map2Color4;
- GLboolean Map2Index;
- GLboolean Map2Normal;
- GLboolean Map2TextureCoord1;
- GLboolean Map2TextureCoord2;
- GLboolean Map2TextureCoord3;
- GLboolean Map2TextureCoord4;
- GLboolean Map2Vertex3;
- GLboolean Map2Vertex4;
- GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
- GLboolean MinMax;
- GLboolean Normalize;
- GLboolean PixelTexture;
- GLboolean PointSmooth;
- GLboolean PolygonOffsetPoint;
- GLboolean PolygonOffsetLine;
- GLboolean PolygonOffsetFill;
- GLboolean PolygonSmooth;
- GLboolean PolygonStipple;
- GLboolean RescaleNormals;
- GLboolean Scissor;
- GLboolean Stencil;
- GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
- GLboolean MultisampleEnabled; /* GL_ARB_multisample */
- GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
- GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
- GLboolean SampleCoverage; /* GL_ARB_multisample */
- GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
- GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
- GLuint Texture[MAX_TEXTURE_UNITS];
- GLuint TexGen[MAX_TEXTURE_UNITS];
- /* SGI_texture_color_table */
- GLboolean TextureColorTable[MAX_TEXTURE_UNITS];
- /* GL_ARB_vertex_program / GL_NV_vertex_program */
- GLboolean VertexProgram;
- GLboolean VertexProgramPointSize;
- GLboolean VertexProgramTwoSide;
- /* GL_ARB_point_sprite / GL_NV_point_sprite */
- GLboolean PointSprite;
- GLboolean FragmentShaderATI;
-};
-
-
/**
* Evaluator attribute group (GL_EVAL_BIT).
*/