GAW_LIGHT2,
GAW_LIGHT3,
GAW_TEXTURE_1D,
- GAW_TEXTURE_2D
+ GAW_TEXTURE_2D,
+ GAW_POLYGON_OFFSET
};
enum {
};
void gaw_viewport(int x, int y, int w, int h);
+void gaw_get_viewport(int *vp);
void gaw_matrix_mode(int mode);
void gaw_load_identity(void);
void gaw_blend_func(int src, int dest);
void gaw_alpha_func(int func, float ref);
+void gaw_zoffset(float offs);
+
void gaw_clear_color(float r, float g, float b, float a);
void gaw_clear(unsigned int flags);
void gaw_depth_mask(int mask);