- FragmentProgramSupported = r3dSupportedExtension("GL_ARB_fragment_program") || r3dSupportedExtension("GL_ARB_fragment_shader");
- VertexProgramSupported = r3dSupportedExtension("GL_ARB_vertex_program") || r3dSupportedExtension("GL_ARB_vertex_shader");
- ShaderSupported = r3dSupportedExtension("GL_ARB_shader_objects") && (FragmentProgramSupported ||
- VertexProgramSupported);
- GLSLSupported = r3dSupportedExtension("GL_ARB_shading_language_100") && ShaderSupported;
- if (FragmentProgramSupported || VertexProgramSupported)
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &TMUs);
- else
- glGetIntegerv(GL_MAX_TEXTURE_UNITS, &TMUs);
- MultiTexturingSupported = r3dSupportedExtension("GL_ARB_multitexture") && (TMUs > 0);