blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
2011-02-25 13:38:24 +00:00

73 lines
2.3 KiB
C++

/*
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
* \ingroup bgerastogl
*/
#include <iostream>
#include "RAS_GLExtensionManager.h"
namespace bgl
{
void InitExtensions(bool debug)
{
static bool firsttime = true;
if(firsttime) {
firsttime = false;
if(debug) {
if(GLEW_ATI_pn_triangles)
std::cout << "Enabled GL_ATI_pn_triangles" << std::endl;
if(GLEW_ARB_texture_env_combine)
std::cout << "Detected GL_ARB_texture_env_combine" << std::endl;
if(GLEW_ARB_texture_cube_map)
std::cout << "Detected GL_ARB_texture_cube_map" << std::endl;
if(GLEW_ARB_multitexture)
std::cout << "Detected GL_ARB_multitexture" << std::endl;
if(GLEW_ARB_shader_objects)
std::cout << "Detected GL_ARB_shader_objects" << std::endl;
if(GLEW_ARB_vertex_shader)
std::cout << "Detected GL_ARB_vertex_shader" << std::endl;
if(GLEW_ARB_fragment_shader)
std::cout << "Detected GL_ARB_fragment_shader" << std::endl;
if(GLEW_ARB_vertex_program)
std::cout << "Detected GL_ARB_vertex_program" << std::endl;
if(GLEW_ARB_depth_texture)
std::cout << "Detected GL_ARB_depth_texture" << std::endl;
if(GLEW_EXT_separate_specular_color)
std::cout << "Detected GL_EXT_separate_specular_color" << std::endl;
}
}
}
} // namespace bgl