// set blending operations
static void ogl_BlendFunc( GfxBlend eSrc, GfxBlend eDst)
{
  // check consistency
  ASSERT( _pGfx->gl_eCurrentAPI==GAT_OGL);
  GLenum gleSrc, gleDst;
#ifndef NDEBUG
  GfxBlend gfxSrc, gfxDst; 
  pglGetIntegerv( GL_BLEND_SRC, (GLint*)&gleSrc);
  pglGetIntegerv( GL_BLEND_DST, (GLint*)&gleDst);
  OGL_CHECKERROR;
  gfxSrc = BlendFromOGL(gleSrc);
  gfxDst = BlendFromOGL(gleDst);
  ASSERT( gfxSrc==GFX_eBlendSrc && gfxDst==GFX_eBlendDst);
#endif
  // cached?
  if( eSrc==GFX_eBlendSrc && eDst==GFX_eBlendDst && gap_bOptimizeStateChanges) return;

  _sfStats.StartTimer(CStatForm::STI_GFXAPI);

  gleSrc = BlendToOGL(eSrc);
  gleDst = BlendToOGL(eDst);
  pglBlendFunc( gleSrc, gleDst);
  OGL_CHECKERROR;
  // done
  GFX_eBlendSrc = eSrc;
  GFX_eBlendDst = eDst;

  _sfStats.StopTimer(CStatForm::STI_GFXAPI);
}
Ejemplo n.º 2
0
PDGL_API void pdglGetIntegerv( GLenum pname, GLint *params )
{
	if(pglGetIntegerv)
		{ pglGetIntegerv(pname, params); return; }
	pglGetIntegerv=pdglGetProcAddress("glGetIntegerv");
	pglGetIntegerv(pname, params);
}
// set texture wrapping mode
static void ogl_SetTextureWrapping( enum GfxWrap eWrapU, enum GfxWrap eWrapV)
{
  ASSERT( _pGfx->gl_eCurrentAPI==GAT_OGL);
#ifndef NDEBUG
  // check texture unit consistency
  GLint gliRet;
  pglGetIntegerv( GL_ACTIVE_TEXTURE_ARB, &gliRet);
  ASSERT( GFX_iActiveTexUnit==(gliRet-GL_TEXTURE0_ARB));
  pglGetIntegerv( GL_CLIENT_ACTIVE_TEXTURE_ARB, &gliRet);
  ASSERT( GFX_iActiveTexUnit==(gliRet-GL_TEXTURE0_ARB));
#endif

  _tpGlobal[GFX_iActiveTexUnit].tp_eWrapU = eWrapU;
  _tpGlobal[GFX_iActiveTexUnit].tp_eWrapV = eWrapV;
}
// set front face
static void ogl_FrontFace( GfxFace eFace)
{
  // check consistency and face
  ASSERT( eFace==GFX_CW || eFace==GFX_CCW);
  ASSERT( _pGfx->gl_eCurrentAPI==GAT_OGL);
#ifndef NDEBUG
  GLenum gleFace;
  pglGetIntegerv( GL_FRONT_FACE, (GLint*)&gleFace);
  OGL_CHECKERROR;
  ASSERT( (gleFace==GL_CCW &&  GFX_bFrontFace)
       || (gleFace==GL_CW  && !GFX_bFrontFace));
#endif
  // cached?
  BOOL bFrontFace = (eFace==GFX_CCW);
  if( !bFrontFace==!GFX_bFrontFace && gap_bOptimizeStateChanges) return;

  _sfStats.StartTimer(CStatForm::STI_GFXAPI);

  if( eFace==GFX_CCW) {
    pglFrontFace( GL_CCW);
  } else {
    pglFrontFace( GL_CW);
  }
  OGL_CHECKERROR;
  GFX_bFrontFace = bFrontFace; 

  _sfStats.StopTimer(CStatForm::STI_GFXAPI);
}
// set face culling
static void ogl_CullFace( GfxFace eFace)
{
  // check consistency and face
  ASSERT( eFace==GFX_FRONT || eFace==GFX_BACK || eFace==GFX_NONE);
  ASSERT( _pGfx->gl_eCurrentAPI==GAT_OGL);
#ifndef NDEBUG
  GLenum gleCull;
  BOOL bRes = pglIsEnabled(GL_CULL_FACE);
  pglGetIntegerv( GL_CULL_FACE_MODE, (GLint*)&gleCull);
  OGL_CHECKERROR;
  ASSERT( (bRes==GL_FALSE && GFX_eCullFace==GFX_NONE)
       || (bRes==GL_TRUE  && gleCull==GL_FRONT && GFX_eCullFace==GFX_FRONT)
       || (bRes==GL_TRUE  && gleCull==GL_BACK  && GFX_eCullFace==GFX_BACK));
#endif
  // cached?
  if( GFX_eCullFace==eFace && gap_bOptimizeStateChanges) return;

  _sfStats.StartTimer(CStatForm::STI_GFXAPI);

  if( eFace==GFX_FRONT) {
    if( GFX_eCullFace==GFX_NONE) pglEnable(GL_CULL_FACE);
    pglCullFace(GL_FRONT);
  } else if( eFace==GFX_BACK) {
    if( GFX_eCullFace==GFX_NONE) pglEnable(GL_CULL_FACE);
    pglCullFace(GL_BACK);
  } else {
    pglDisable(GL_CULL_FACE);
  }
  OGL_CHECKERROR;
  GFX_eCullFace = eFace;

  _sfStats.StopTimer(CStatForm::STI_GFXAPI);
}
static void ogl_DisableClipping(void)
{
  // only if allowed and supported
  if( gap_iOptimizeClipping<2 || !(_pGfx->gl_ulFlags&GLF_EXT_CLIPHINT)) return;

  // check consistency
  ASSERT( _pGfx->gl_eCurrentAPI==GAT_OGL);
#ifndef NDEBUG
  BOOL bRes;
  pglGetIntegerv( GL_CLIP_VOLUME_CLIPPING_HINT_EXT, (GLint*)&bRes);
  bRes = (bRes==GL_FASTEST) ? FALSE : TRUE;
  OGL_CHECKERROR;
  ASSERT( !bRes == !GFX_bClipping);
#endif

  // cached?
  if( !GFX_bClipping && gap_bOptimizeStateChanges) return;
  GFX_bClipping = FALSE;

  _sfStats.StartTimer(CStatForm::STI_GFXAPI);

  pglHint( GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_FASTEST);
  OGL_CHECKERROR;

  _sfStats.StopTimer(CStatForm::STI_GFXAPI);
}
static void ogl_DisableDepthWrite(void)
{
  // check consistency
  ASSERT( _pGfx->gl_eCurrentAPI==GAT_OGL);
#ifndef NDEBUG
  BOOL bRes; 
  pglGetIntegerv( GL_DEPTH_WRITEMASK, (GLint*)&bRes);
  OGL_CHECKERROR;
  ASSERT( !bRes == !GFX_bDepthWrite);
#endif

  // cached?
  if( !GFX_bDepthWrite && gap_bOptimizeStateChanges) return;
  GFX_bDepthWrite = FALSE;

  _sfStats.StartTimer(CStatForm::STI_GFXAPI);

  pglDepthMask(GL_FALSE);
  OGL_CHECKERROR;

  _sfStats.StopTimer(CStatForm::STI_GFXAPI);
}
// set depth buffer compare mode
static void ogl_DepthFunc( GfxComp eFunc)
{
  // check consistency
  ASSERT( _pGfx->gl_eCurrentAPI==GAT_OGL);
  GLenum gleFunc;
#ifndef NDEBUG
  GfxComp gfxFunc; 
  pglGetIntegerv( GL_DEPTH_FUNC, (GLint*)&gleFunc);
  OGL_CHECKERROR;
  gfxFunc = CompFromOGL( gleFunc);
  ASSERT( gfxFunc==GFX_eDepthFunc);
#endif
  // cached?
  if( eFunc==GFX_eDepthFunc && gap_bOptimizeStateChanges) return;

  _sfStats.StartTimer(CStatForm::STI_GFXAPI);

  gleFunc = CompToOGL(eFunc);
  pglDepthFunc(gleFunc);
  OGL_CHECKERROR;
  GFX_eDepthFunc = eFunc;

  _sfStats.StopTimer(CStatForm::STI_GFXAPI);
}
Ejemplo n.º 9
0
void GL_InitExtensions( void )
{
	// initialize gl extensions
	GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, GL_OPENGL_110 );

	// get our various GL strings
	glConfig.vendor_string = pglGetString( GL_VENDOR );
	glConfig.renderer_string = pglGetString( GL_RENDERER );
	glConfig.version_string = pglGetString( GL_VERSION );
	glConfig.extensions_string = pglGetString( GL_EXTENSIONS );
	MsgDev( D_INFO, "Video: %s\n", glConfig.renderer_string );

	// initalize until base opengl functions loaded

	GL_CheckExtension( "glDrawRangeElements", drawrangeelementsfuncs, "gl_drawrangeelments", GL_DRAW_RANGEELEMENTS_EXT );

	if( !GL_Support( GL_DRAW_RANGEELEMENTS_EXT ))
		GL_CheckExtension( "GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "gl_drawrangeelments", GL_DRAW_RANGEELEMENTS_EXT );

	// multitexture
	glConfig.max_texture_units = glConfig.max_texture_coords = glConfig.max_teximage_units = 1;
	GL_CheckExtension( "GL_ARB_multitexture", multitexturefuncs, "gl_arb_multitexture", GL_ARB_MULTITEXTURE );

	if( GL_Support( GL_ARB_MULTITEXTURE ))
	{
		pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units );
		GL_CheckExtension( "GL_ARB_texture_env_combine", NULL, "gl_texture_env_combine", GL_ENV_COMBINE_EXT );

		if( !GL_Support( GL_ENV_COMBINE_EXT ))
			GL_CheckExtension( "GL_EXT_texture_env_combine", NULL, "gl_texture_env_combine", GL_ENV_COMBINE_EXT );

		if( GL_Support( GL_ENV_COMBINE_EXT ))
			GL_CheckExtension( "GL_ARB_texture_env_dot3", NULL, "gl_texture_env_dot3", GL_DOT3_ARB_EXT );
	}
	else
	{
		GL_CheckExtension( "GL_SGIS_multitexture", sgis_multitexturefuncs, "gl_sgis_multitexture", GL_ARB_MULTITEXTURE );
		if( GL_Support( GL_ARB_MULTITEXTURE )) glConfig.max_texture_units = 2;
	}

	if( glConfig.max_texture_units == 1 )
		GL_SetExtension( GL_ARB_MULTITEXTURE, false );

	// 3d texture support
	GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, "gl_texture_3d", GL_TEXTURE_3D_EXT );

	if( GL_Support( GL_TEXTURE_3D_EXT ))
	{
		pglGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &glConfig.max_3d_texture_size );

		if( glConfig.max_3d_texture_size < 32 )
		{
			GL_SetExtension( GL_TEXTURE_3D_EXT, false );
			MsgDev( D_ERROR, "GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n" );
		}
	}

	GL_CheckExtension( "GL_SGIS_generate_mipmap", NULL, "gl_sgis_generate_mipmaps", GL_SGIS_MIPMAPS_EXT );

	// hardware cubemaps
	GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURECUBEMAP_EXT );

	if( GL_Support( GL_TEXTURECUBEMAP_EXT ))
	{
		pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size );

		// check for seamless cubemaps too
		GL_CheckExtension( "GL_ARB_seamless_cube_map", NULL, "gl_seamless_cubemap", GL_ARB_SEAMLESS_CUBEMAP );
	}

	// point particles extension
	GL_CheckExtension( "GL_EXT_point_parameters", pointparametersfunc, NULL, GL_EXT_POINTPARAMETERS );

	GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT );
	GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, "gl_dds_hardware_support", GL_TEXTURE_COMPRESSION_EXT );
	GL_CheckExtension( "GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", GL_CUSTOM_VERTEX_ARRAY_EXT );

	if( !GL_Support( GL_CUSTOM_VERTEX_ARRAY_EXT ))
		GL_CheckExtension( "GL_SGI_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", GL_CUSTOM_VERTEX_ARRAY_EXT );

	GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT );

	if( !GL_Support( GL_CLAMPTOEDGE_EXT ))
		GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT );

	glConfig.max_texture_anisotropy = 0.0f;
	GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_ext_anisotropic_filter", GL_ANISOTROPY_EXT );

	if( GL_Support( GL_ANISOTROPY_EXT ))
		pglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.max_texture_anisotropy );

	GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_ext_texture_lodbias", GL_TEXTURE_LODBIAS );
	if( GL_Support( GL_TEXTURE_LODBIAS ))
		pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &glConfig.max_texture_lodbias );

	GL_CheckExtension( "GL_ARB_texture_border_clamp", NULL, "gl_ext_texborder_clamp", GL_CLAMP_TEXBORDER_EXT );

	GL_CheckExtension( "GL_EXT_blend_minmax", blendequationfuncs, "gl_ext_customblend", GL_BLEND_MINMAX_EXT );
	GL_CheckExtension( "GL_EXT_blend_subtract", blendequationfuncs, "gl_ext_customblend", GL_BLEND_SUBTRACT_EXT );

	GL_CheckExtension( "glStencilOpSeparate", gl2separatestencilfuncs, "gl_separate_stencil", GL_SEPARATESTENCIL_EXT );

	if( !GL_Support( GL_SEPARATESTENCIL_EXT ))
		GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "gl_separate_stencil", GL_SEPARATESTENCIL_EXT );

	GL_CheckExtension( "GL_EXT_stencil_two_side", stenciltwosidefuncs, "gl_stenciltwoside", GL_STENCILTWOSIDE_EXT );
	GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", GL_ARB_VERTEX_BUFFER_OBJECT_EXT );

	// we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code
#ifndef __ANDROID__
	if( pglDrawRangeElementsEXT == NULL ) pglDrawRangeElementsEXT = pglDrawRangeElements;
#endif
	GL_CheckExtension( "GL_ARB_texture_env_add", NULL, "gl_texture_env_add", GL_TEXTURE_ENV_ADD_EXT );

	// vp and fp shaders
	GL_CheckExtension( "GL_ARB_shader_objects", shaderobjectsfuncs, "gl_shaderobjects", GL_SHADER_OBJECTS_EXT );
	GL_CheckExtension( "GL_ARB_shading_language_100", NULL, "gl_glslprogram", GL_SHADER_GLSL100_EXT );
	GL_CheckExtension( "GL_ARB_vertex_shader", vertexshaderfuncs, "gl_vertexshader", GL_VERTEX_SHADER_EXT );
	GL_CheckExtension( "GL_ARB_fragment_shader", NULL, "gl_pixelshader", GL_FRAGMENT_SHADER_EXT );

	GL_CheckExtension( "GL_ARB_depth_texture", NULL, "gl_depthtexture", GL_DEPTH_TEXTURE );
	GL_CheckExtension( "GL_ARB_shadow", NULL, "gl_arb_shadow", GL_SHADOW_EXT );

	GL_CheckExtension( "GL_ARB_texture_float", NULL, "gl_arb_texture_float", GL_ARB_TEXTURE_FLOAT_EXT );
	GL_CheckExtension( "GL_ARB_depth_buffer_float", NULL, "gl_arb_depth_float", GL_ARB_DEPTH_FLOAT_EXT );

	// occlusion queries
	GL_CheckExtension( "GL_ARB_occlusion_query", occlusionfunc, "gl_occlusion_queries", GL_OCCLUSION_QUERIES_EXT );

	if( GL_Support( GL_SHADER_GLSL100_EXT ))
	{
		pglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, &glConfig.max_texture_coords );
		pglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &glConfig.max_teximage_units );
	}
	else
	{
		// just get from multitexturing
		glConfig.max_texture_coords = glConfig.max_teximage_units = glConfig.max_texture_units;
	}

	// rectangle textures support
	if( Q_strstr( glConfig.extensions_string, "GL_NV_texture_rectangle" ))
	{
		glConfig.texRectangle = GL_TEXTURE_RECTANGLE_NV;
		pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, &glConfig.max_2d_rectangle_size );
	}
#ifndef __ANDROID__
	else if( Q_strstr( glConfig.extensions_string, "GL_EXT_texture_rectangle" ))
	{
		glConfig.texRectangle = GL_TEXTURE_RECTANGLE_EXT;
		pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size );
	}
#endif
	else glConfig.texRectangle = glConfig.max_2d_rectangle_size = 0; // no rectangle

	glConfig.max_2d_texture_size = 0;
	pglGetIntegerv( GL_MAX_TEXTURE_SIZE, &glConfig.max_2d_texture_size );
	if( glConfig.max_2d_texture_size <= 0 ) glConfig.max_2d_texture_size = 256;

	Cvar_Get( "gl_max_texture_size", "0", CVAR_INIT, "opengl texture max dims" );
	Cvar_Set( "gl_max_texture_size", va( "%i", glConfig.max_2d_texture_size ));

	pglGetIntegerv( GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &glConfig.max_vertex_uniforms );
	pglGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &glConfig.max_vertex_attribs );

	// MCD has buffering issues
	if(Q_strstr( glConfig.renderer_string, "gdi" ))
		Cvar_SetFloat( "gl_finish", 1 );

	Cvar_Set( "gl_anisotropy", va( "%f", bound( 0, gl_texture_anisotropy->value, glConfig.max_texture_anisotropy )));

	// software mipmap generator does wrong result with NPOT textures ...
	if( !GL_Support( GL_SGIS_MIPMAPS_EXT ))
		GL_SetExtension( GL_ARB_TEXTURE_NPOT_EXT, false );

	if( GL_Support( GL_TEXTURE_COMPRESSION_EXT ))
		Image_AddCmdFlags( IL_DDS_HARDWARE );

	glw_state.initialized = true;

	tr.framecount = tr.visframecount = 1;
}
Ejemplo n.º 10
0
void GL_InitExtensions( void )
{
	// initialize gl extensions
	GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, GL_OPENGL_110 );

	// get our various GL strings
	glConfig.vendor_string = pglGetString( GL_VENDOR );
	glConfig.renderer_string = pglGetString( GL_RENDERER );
	glConfig.version_string = pglGetString( GL_VERSION );
	glConfig.extensions_string = pglGetString( GL_EXTENSIONS );
	MsgDev( D_INFO, "Video: %s\n", glConfig.renderer_string );

	// initalize until base opengl functions loaded

	GL_SetExtension( GL_DRAW_RANGEELEMENTS_EXT, false );
	GL_SetExtension( GL_ARB_MULTITEXTURE, false );
	GL_SetExtension( GL_ENV_COMBINE_EXT, false );
	GL_SetExtension( GL_DOT3_ARB_EXT, false );
	GL_SetExtension( GL_TEXTURE_3D_EXT, false );
	GL_SetExtension( GL_SGIS_MIPMAPS_EXT, true ); // gles specs

	// hardware cubemaps
	GL_CheckExtension( "GL_OES_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURECUBEMAP_EXT );

	if( GL_Support( GL_TEXTURECUBEMAP_EXT ))
	{
		pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size );
	}
	GL_SetExtension( GL_ARB_SEAMLESS_CUBEMAP, false );

	GL_SetExtension( GL_EXT_POINTPARAMETERS, false );
	GL_CheckExtension( "GL_OES_texture_npot", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT );

	GL_SetExtension( GL_TEXTURE_COMPRESSION_EXT, false );
	GL_SetExtension( GL_CUSTOM_VERTEX_ARRAY_EXT, false );
	GL_SetExtension( GL_CLAMPTOEDGE_EXT, true ); // by gles1 specs
	GL_SetExtension( GL_ANISOTROPY_EXT, false );
	GL_SetExtension( GL_TEXTURE_LODBIAS, false );
	GL_SetExtension( GL_CLAMP_TEXBORDER_EXT, false );
	GL_SetExtension( GL_BLEND_MINMAX_EXT, false );
	GL_SetExtension( GL_BLEND_SUBTRACT_EXT, false );
	GL_SetExtension( GL_SEPARATESTENCIL_EXT, false );
	GL_SetExtension( GL_STENCILTWOSIDE_EXT, false );
	GL_SetExtension( GL_ARB_VERTEX_BUFFER_OBJECT_EXT, false );
	GL_SetExtension( GL_TEXTURE_ENV_ADD_EXT,false  );
	GL_SetExtension( GL_SHADER_OBJECTS_EXT, false );
	GL_SetExtension( GL_SHADER_GLSL100_EXT, false );
	GL_SetExtension( GL_VERTEX_SHADER_EXT,false );
	GL_SetExtension( GL_FRAGMENT_SHADER_EXT, false );
	GL_SetExtension( GL_SHADOW_EXT, false );
	GL_SetExtension( GL_ARB_DEPTH_FLOAT_EXT, false );
	GL_SetExtension( GL_OCCLUSION_QUERIES_EXT,false );
	GL_CheckExtension( "GL_OES_depth_texture", NULL, "gl_depthtexture", GL_DEPTH_TEXTURE );

	glConfig.texRectangle = glConfig.max_2d_rectangle_size = 0; // no rectangle

	glConfig.max_2d_texture_size = 0;
	pglGetIntegerv( GL_MAX_TEXTURE_SIZE, &glConfig.max_2d_texture_size );
	if( glConfig.max_2d_texture_size <= 0 ) glConfig.max_2d_texture_size = 256;

	Cvar_Get( "gl_max_texture_size", "0", CVAR_INIT, "opengl texture max dims" );
	Cvar_Set( "gl_max_texture_size", va( "%i", glConfig.max_2d_texture_size ));

	pglGetIntegerv( GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &glConfig.max_vertex_uniforms );
	pglGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &glConfig.max_vertex_attribs );

	// MCD has buffering issues
	if(Q_strstr( glConfig.renderer_string, "gdi" ))
		Cvar_SetFloat( "gl_finish", 1 );

	Cvar_Set( "gl_anisotropy", va( "%f", bound( 0, gl_texture_anisotropy->value, glConfig.max_texture_anisotropy )));

	// software mipmap generator does wrong result with NPOT textures ...
	if( !GL_Support( GL_SGIS_MIPMAPS_EXT ))
		GL_SetExtension( GL_ARB_TEXTURE_NPOT_EXT, false );

	if( GL_Support( GL_TEXTURE_COMPRESSION_EXT ))
		Image_AddCmdFlags( IL_DDS_HARDWARE );

	glw_state.initialized = true;

	tr.framecount = tr.visframecount = 1;
}