+
+ memset(&glcaps, 0, sizeof glcaps);
+ glcaps.shaders = GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader;
+ glcaps.fsaa = GLEW_ARB_multisample;
+ glcaps.fbo = GLEW_ARB_framebuffer_object;
+ glcaps.shadow = GLEW_ARB_shadow || GLEW_SGIX_shadow;
+ if(GLEW_EXT_texture_filter_anisotropic) {
+ glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glcaps.max_aniso);
+ }
+