{
glewInit();
+ if(GLEW_EXT_texture_filter_anisotropic) {
+ glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glcaps.max_aniso);
+ }
+ if(GLEW_ARB_tessellation_shader) {
+ glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &glcaps.max_tess_level);
+ }
+
glcaps.debug = GLEW_ARB_debug_output;
#ifndef NDEBUG