Added some OpenGL extensions comments

This commit is contained in:
Ray 2021-04-14 21:07:04 +02:00
parent 37f523fdeb
commit 45823a36eb

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@ -825,17 +825,17 @@ typedef struct rlglData {
} State; // Renderer state } State; // Renderer state
struct { struct {
bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
bool instancing; // Instancing supported bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture) bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture)
bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc) bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
bool texCompETC1; // ETC1 texture compression support bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
bool texCompETC2; // ETC2/EAC texture compression support bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
bool texCompPVRT; // PVR texture compression support bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
bool texCompASTC; // ASTC texture compression support bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
bool texMirrorClamp; // Clamp mirror wrap mode supported bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
bool texAnisoFilter; // Anisotropic texture filtering support bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f) float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f)
int maxDepthBits; // Maximum bits for depth component int maxDepthBits; // Maximum bits for depth component