fixed color linearity, and tweaked for VR
[vrfileman] / src / opengl.c
1 #include <string.h>
2 #include "opengl.h"
3
4 struct GLCaps glcaps;
5
6 int init_opengl(void)
7 {
8 #ifdef __glew_h__
9         glewInit();
10 #endif
11
12         memset(&glcaps, 0, sizeof glcaps);
13         glcaps.shaders = GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader;
14         glcaps.fsaa = GLEW_ARB_multisample;
15         glcaps.fbo = GLEW_ARB_framebuffer_object;
16         glcaps.shadow = GLEW_ARB_shadow || GLEW_SGIX_shadow;
17         if(GLEW_EXT_texture_filter_anisotropic) {
18                 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glcaps.max_aniso);
19         }
20
21         return 0;
22 }