Added some OpenGL extensions comments
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1 changed files with 9 additions and 9 deletions
18
src/rlgl.h
18
src/rlgl.h
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@ -825,17 +825,17 @@ typedef struct rlglData {
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} State; // Renderer state
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struct {
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bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
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bool instancing; // Instancing supported
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bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
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bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
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bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture)
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bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture)
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bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
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bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc)
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bool texCompETC1; // ETC1 texture compression support
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bool texCompETC2; // ETC2/EAC texture compression support
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bool texCompPVRT; // PVR texture compression support
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bool texCompASTC; // ASTC texture compression support
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bool texMirrorClamp; // Clamp mirror wrap mode supported
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bool texAnisoFilter; // Anisotropic texture filtering support
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bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
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bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
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bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
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bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
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bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
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bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
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bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
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float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f)
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int maxDepthBits; // Maximum bits for depth component
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