[ioquake3] 13/59: OpenGL2: Fix GL_EXT_direct_state_access function names.

Simon McVittie smcv at debian.org
Wed Sep 21 19:56:59 UTC 2016


This is an automated email from the git hooks/post-receive script.

smcv pushed a commit to branch debian/master
in repository ioquake3.

commit e022abeebb83e38431f010afd652b8de32ab0c1a
Author: SmileTheory <SmileTheory at gmail.com>
Date:   Thu Jul 28 20:04:25 2016 -0700

    OpenGL2: Fix GL_EXT_direct_state_access function names.
---
 code/renderercommon/qgl.h        | 42 +++++++++----------
 code/renderergl2/tr_backend.c    | 20 ++++-----
 code/renderergl2/tr_dsa.c        | 46 ++++++++++----------
 code/renderergl2/tr_dsa.h        | 42 +++++++++----------
 code/renderergl2/tr_extensions.c | 90 ----------------------------------------
 code/renderergl2/tr_fbo.c        | 14 +++----
 code/renderergl2/tr_glsl.c       | 14 +++----
 code/renderergl2/tr_image.c      | 48 ++++++++++-----------
 8 files changed, 113 insertions(+), 203 deletions(-)

diff --git a/code/renderercommon/qgl.h b/code/renderercommon/qgl.h
index 6f70f64..6d8629f 100644
--- a/code/renderercommon/qgl.h
+++ b/code/renderercommon/qgl.h
@@ -617,27 +617,27 @@ extern void (APIENTRYP qglUnlockArraysEXT) (void);
 
 // GL_EXT_direct_state_access
 #define QGL_EXT_direct_state_access_PROCS \
-	GLE(GLvoid, BindMultiTexture, GLenum texunit, GLenum target, GLuint texture) \
-	GLE(GLvoid, TextureParameterf, GLuint texture, GLenum target, GLenum pname, GLfloat param) \
-	GLE(GLvoid, TextureParameteri, GLuint texture, GLenum target, GLenum pname, GLint param) \
-	GLE(GLvoid, TextureImage2D, GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) \
-	GLE(GLvoid, TextureSubImage2D, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) \
-	GLE(GLvoid, CopyTextureImage2D, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) \
-	GLE(GLvoid, CompressedTextureImage2D, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) \
-	GLE(GLvoid, CompressedTextureSubImage2D, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) \
-	GLE(GLvoid, GenerateTextureMipmap, GLuint texture, GLenum target) \
-	GLE(GLvoid, ProgramUniform1i, GLuint program, GLint location, GLint v0) \
-	GLE(GLvoid, ProgramUniform1f, GLuint program, GLint location, GLfloat v0) \
-	GLE(GLvoid, ProgramUniform2f, GLuint program, GLint location, GLfloat v0, GLfloat v1) \
-	GLE(GLvoid, ProgramUniform3f, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) \
-	GLE(GLvoid, ProgramUniform4f, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) \
-	GLE(GLvoid, ProgramUniform1fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) \
-	GLE(GLvoid, ProgramUniformMatrix4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \
-	GLE(GLvoid, NamedRenderbufferStorage, GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) \
-	GLE(GLvoid, NamedRenderbufferStorageMultisample, GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) \
-	GLE(GLenum, CheckNamedFramebufferStatus, GLuint framebuffer, GLenum target) \
-	GLE(GLvoid, NamedFramebufferTexture2D, GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level) \
-	GLE(GLvoid, NamedFramebufferRenderbuffer, GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) \
+	GLE(GLvoid, BindMultiTextureEXT, GLenum texunit, GLenum target, GLuint texture) \
+	GLE(GLvoid, TextureParameterfEXT, GLuint texture, GLenum target, GLenum pname, GLfloat param) \
+	GLE(GLvoid, TextureParameteriEXT, GLuint texture, GLenum target, GLenum pname, GLint param) \
+	GLE(GLvoid, TextureImage2DEXT, GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) \
+	GLE(GLvoid, TextureSubImage2DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) \
+	GLE(GLvoid, CopyTextureImage2DEXT, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) \
+	GLE(GLvoid, CompressedTextureImage2DEXT, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) \
+	GLE(GLvoid, CompressedTextureSubImage2DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) \
+	GLE(GLvoid, GenerateTextureMipmapEXT, GLuint texture, GLenum target) \
+	GLE(GLvoid, ProgramUniform1iEXT, GLuint program, GLint location, GLint v0) \
+	GLE(GLvoid, ProgramUniform1fEXT, GLuint program, GLint location, GLfloat v0) \
+	GLE(GLvoid, ProgramUniform2fEXT, GLuint program, GLint location, GLfloat v0, GLfloat v1) \
+	GLE(GLvoid, ProgramUniform3fEXT, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) \
+	GLE(GLvoid, ProgramUniform4fEXT, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) \
+	GLE(GLvoid, ProgramUniform1fvEXT, GLuint program, GLint location, GLsizei count, const GLfloat *value) \
+	GLE(GLvoid, ProgramUniformMatrix4fvEXT, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \
+	GLE(GLvoid, NamedRenderbufferStorageEXT, GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) \
+	GLE(GLvoid, NamedRenderbufferStorageMultisampleEXT, GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) \
+	GLE(GLenum, CheckNamedFramebufferStatusEXT, GLuint framebuffer, GLenum target) \
+	GLE(GLvoid, NamedFramebufferTexture2DEXT, GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level) \
+	GLE(GLvoid, NamedFramebufferRenderbufferEXT, GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) \
 
 #define GLE(ret, name, ...) typedef ret APIENTRY name##proc(__VA_ARGS__); extern name##proc * qgl##name;
 QGL_1_2_PROCS;
diff --git a/code/renderergl2/tr_backend.c b/code/renderergl2/tr_backend.c
index b8ca113..82a353d 100644
--- a/code/renderergl2/tr_backend.c
+++ b/code/renderergl2/tr_backend.c
@@ -808,16 +808,16 @@ void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int
 	if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
 		tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
 		tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
-		qglTextureImage2D(texture, GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-		qglTextureParameterf(texture, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-		qglTextureParameterf(texture, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-		qglTextureParameterf(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-		qglTextureParameterf(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+		qglTextureImage2DEXT(texture, GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+		qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+		qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+		qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+		qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 	} else {
 		if (dirty) {
 			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
 			// it and don't try and do a texture compression
-			qglTextureSubImage2D(texture, GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data);
+			qglTextureSubImage2DEXT(texture, GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data);
 		}
 	}
 }
@@ -974,7 +974,7 @@ const void	*RB_DrawSurfs( const void *data ) {
 		else if (tr.renderFbo == NULL && tr.renderDepthImage)
 		{
 			// If we're rendering directly to the screen, copy the depth to a texture
-			qglCopyTextureImage2D(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
+			qglCopyTextureImage2DEXT(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
 		}
 
 		if (tr.hdrDepthFbo)
@@ -1221,7 +1221,7 @@ const void	*RB_DrawSurfs( const void *data ) {
 
 		FBO_Bind(NULL);
 		if (cubemap && cubemap->image)
-			qglGenerateTextureMipmap(cubemap->image->texnum, GL_TEXTURE_CUBE_MAP);
+			qglGenerateTextureMipmapEXT(cubemap->image->texnum, GL_TEXTURE_CUBE_MAP);
 	}
 
 	return (const void *)(cmd + 1);
@@ -1478,14 +1478,14 @@ const void *RB_CapShadowMap(const void *data)
 		{
 			if (tr.shadowCubemaps[cmd->map])
 			{
-				qglCopyTextureImage2D(tr.shadowCubemaps[cmd->map]->texnum, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
+				qglCopyTextureImage2DEXT(tr.shadowCubemaps[cmd->map]->texnum, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
 			}
 		}
 		else
 		{
 			if (tr.pshadowMaps[cmd->map])
 			{
-				qglCopyTextureImage2D(tr.pshadowMaps[cmd->map]->texnum, GL_TEXTURE_2D, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - (backEnd.refdef.y + PSHADOW_MAP_SIZE), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
+				qglCopyTextureImage2DEXT(tr.pshadowMaps[cmd->map]->texnum, GL_TEXTURE_2D, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - (backEnd.refdef.y + PSHADOW_MAP_SIZE), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
 			}
 		}
 	}
diff --git a/code/renderergl2/tr_dsa.c b/code/renderergl2/tr_dsa.c
index 4ea7699..f738a5d 100644
--- a/code/renderergl2/tr_dsa.c
+++ b/code/renderergl2/tr_dsa.c
@@ -43,7 +43,7 @@ void GL_BindNullTextures()
 	{
 		for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
 		{
-			qglBindMultiTexture(GL_TEXTURE0_ARB + i, GL_TEXTURE_2D, 0);
+			qglBindMultiTextureEXT(GL_TEXTURE0_ARB + i, GL_TEXTURE_2D, 0);
 			glDsaState.textures[i] = 0;
 		}
 	}
@@ -71,12 +71,12 @@ int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
 	if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
 		target = GL_TEXTURE_CUBE_MAP;
 
-	qglBindMultiTexture(texunit, target, texture);
+	qglBindMultiTextureEXT(texunit, target, texture);
 	glDsaState.textures[tmu] = texture;
 	return 1;
 }
 
-GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
+GLvoid APIENTRY GLDSA_BindMultiTextureEXT(GLenum texunit, GLenum target, GLuint texture)
 {
 	if (glDsaState.texunit != texunit)
 	{
@@ -87,47 +87,47 @@ GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint tex
 	qglBindTexture(target, texture);
 }
 
-GLvoid APIENTRY GLDSA_TextureParameterf(GLuint texture, GLenum target, GLenum pname, GLfloat param)
+GLvoid APIENTRY GLDSA_TextureParameterfEXT(GLuint texture, GLenum target, GLenum pname, GLfloat param)
 {
 	GL_BindMultiTexture(glDsaState.texunit, target, texture);
 	qglTexParameterf(target, pname, param);
 }
 
-GLvoid APIENTRY GLDSA_TextureParameteri(GLuint texture, GLenum target, GLenum pname, GLint param)
+GLvoid APIENTRY GLDSA_TextureParameteriEXT(GLuint texture, GLenum target, GLenum pname, GLint param)
 {
 	GL_BindMultiTexture(glDsaState.texunit, target, texture);
 	qglTexParameteri(target, pname, param);
 }
 
-GLvoid APIENTRY GLDSA_TextureImage2D(GLuint texture, GLenum target, GLint level, GLint internalformat,
+GLvoid APIENTRY GLDSA_TextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLint internalformat,
 	GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
 {
 	GL_BindMultiTexture(glDsaState.texunit, target, texture);
 	qglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
 }
 
-GLvoid APIENTRY GLDSA_TextureSubImage2D(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
+GLvoid APIENTRY GLDSA_TextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
 	GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
 {
 	GL_BindMultiTexture(glDsaState.texunit, target, texture);
 	qglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
 }
 
-GLvoid APIENTRY GLDSA_CopyTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
+GLvoid APIENTRY GLDSA_CopyTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
 	GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
 {
 	GL_BindMultiTexture(glDsaState.texunit, target, texture);
 	qglCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
 }
 
-GLvoid APIENTRY  GLDSA_CompressedTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
+GLvoid APIENTRY  GLDSA_CompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
 	GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
 {
 	GL_BindMultiTexture(glDsaState.texunit, target, texture);
 	qglCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
 }
 
-GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target, GLint level,
+GLvoid APIENTRY GLDSA_CompressedTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level,
 	GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format,
 	GLsizei imageSize, const GLvoid *data)
 {
@@ -135,7 +135,7 @@ GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target,
 	qglCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
 }
 
-GLvoid APIENTRY GLDSA_GenerateTextureMipmap(GLuint texture, GLenum target)
+GLvoid APIENTRY GLDSA_GenerateTextureMipmapEXT(GLuint texture, GLenum target)
 {
 	GL_BindMultiTexture(glDsaState.texunit, target, texture);
 	qglGenerateMipmapEXT(target);
@@ -157,47 +157,47 @@ int GL_UseProgram(GLuint program)
 	return 1;
 }
 
-GLvoid APIENTRY GLDSA_ProgramUniform1i(GLuint program, GLint location, GLint v0)
+GLvoid APIENTRY GLDSA_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0)
 {
 	GL_UseProgram(program);
 	qglUniform1i(location, v0);
 }
 
-GLvoid APIENTRY GLDSA_ProgramUniform1f(GLuint program, GLint location, GLfloat v0)
+GLvoid APIENTRY GLDSA_ProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0)
 {
 	GL_UseProgram(program);
 	qglUniform1f(location, v0);
 }
 
-GLvoid APIENTRY GLDSA_ProgramUniform2f(GLuint program, GLint location,
+GLvoid APIENTRY GLDSA_ProgramUniform2fEXT(GLuint program, GLint location,
 	GLfloat v0, GLfloat v1)
 {
 	GL_UseProgram(program);
 	qglUniform2f(location, v0, v1);
 }
 
-GLvoid APIENTRY GLDSA_ProgramUniform3f(GLuint program, GLint location,
+GLvoid APIENTRY GLDSA_ProgramUniform3fEXT(GLuint program, GLint location,
 	GLfloat v0, GLfloat v1, GLfloat v2)
 {
 	GL_UseProgram(program);
 	qglUniform3f(location, v0, v1, v2);
 }
 
-GLvoid APIENTRY GLDSA_ProgramUniform4f(GLuint program, GLint location,
+GLvoid APIENTRY GLDSA_ProgramUniform4fEXT(GLuint program, GLint location,
 	GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
 {
 	GL_UseProgram(program);
 	qglUniform4f(location, v0, v1, v2, v3);
 }
 
-GLvoid APIENTRY GLDSA_ProgramUniform1fv(GLuint program, GLint location,
+GLvoid APIENTRY GLDSA_ProgramUniform1fvEXT(GLuint program, GLint location,
 	GLsizei count, const GLfloat *value)
 {
 	GL_UseProgram(program);
 	qglUniform1fv(location, count, value);
 }
 
-GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fv(GLuint program, GLint location,
+GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fvEXT(GLuint program, GLint location,
 	GLsizei count, GLboolean transpose,
 	const GLfloat *value)
 {
@@ -252,34 +252,34 @@ void GL_BindRenderbuffer(GLuint renderbuffer)
 	}
 }
 
-GLvoid APIENTRY GLDSA_NamedRenderbufferStorage(GLuint renderbuffer,
+GLvoid APIENTRY GLDSA_NamedRenderbufferStorageEXT(GLuint renderbuffer,
 	GLenum internalformat, GLsizei width, GLsizei height)
 {
 	GL_BindRenderbuffer(renderbuffer);
 	qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalformat, width, height);
 }
 
-GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisample(GLuint renderbuffer,
+GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisampleEXT(GLuint renderbuffer,
 	GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
 {
 	GL_BindRenderbuffer(renderbuffer);
 	qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, internalformat, width, height);
 }
 
-GLenum APIENTRY GLDSA_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
+GLenum APIENTRY GLDSA_CheckNamedFramebufferStatusEXT(GLuint framebuffer, GLenum target)
 {
 	GL_BindFramebuffer(target, framebuffer);
 	return qglCheckFramebufferStatusEXT(target);
 }
 
-GLvoid APIENTRY GLDSA_NamedFramebufferTexture2D(GLuint framebuffer,
+GLvoid APIENTRY GLDSA_NamedFramebufferTexture2DEXT(GLuint framebuffer,
 	GLenum attachment, GLenum textarget, GLuint texture, GLint level)
 {
 	GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
 	qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, textarget, texture, level);
 }
 
-GLvoid APIENTRY GLDSA_NamedFramebufferRenderbuffer(GLuint framebuffer,
+GLvoid APIENTRY GLDSA_NamedFramebufferRenderbufferEXT(GLuint framebuffer,
 	GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
 {
 	GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
diff --git a/code/renderergl2/tr_dsa.h b/code/renderergl2/tr_dsa.h
index 5e68caf..44f3230 100644
--- a/code/renderergl2/tr_dsa.h
+++ b/code/renderergl2/tr_dsa.h
@@ -26,37 +26,37 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 void GL_BindNullTextures(void);
 int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture);
 
-GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture);
-GLvoid APIENTRY GLDSA_TextureParameterf(GLuint texture, GLenum target, GLenum pname, GLfloat param);
-GLvoid APIENTRY GLDSA_TextureParameteri(GLuint texture, GLenum target, GLenum pname, GLint param);
-GLvoid APIENTRY GLDSA_TextureImage2D(GLuint texture, GLenum target, GLint level, GLint internalformat,
+GLvoid APIENTRY GLDSA_BindMultiTextureEXT(GLenum texunit, GLenum target, GLuint texture);
+GLvoid APIENTRY GLDSA_TextureParameterfEXT(GLuint texture, GLenum target, GLenum pname, GLfloat param);
+GLvoid APIENTRY GLDSA_TextureParameteriEXT(GLuint texture, GLenum target, GLenum pname, GLint param);
+GLvoid APIENTRY GLDSA_TextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLint internalformat,
 	GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
-GLvoid APIENTRY GLDSA_TextureSubImage2D(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
+GLvoid APIENTRY GLDSA_TextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
 	GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
-GLvoid APIENTRY GLDSA_CopyTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
+GLvoid APIENTRY GLDSA_CopyTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
 	GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
-GLvoid APIENTRY GLDSA_CompressedTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
+GLvoid APIENTRY GLDSA_CompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
 	GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
-GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target, GLint level,
+GLvoid APIENTRY GLDSA_CompressedTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level,
 	GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format,
 	GLsizei imageSize, const GLvoid *data);
 
-GLvoid APIENTRY GLDSA_GenerateTextureMipmap(GLuint texture, GLenum target);
+GLvoid APIENTRY GLDSA_GenerateTextureMipmapEXT(GLuint texture, GLenum target);
 
 void GL_BindNullProgram(void);
 int GL_UseProgram(GLuint program);
 
-GLvoid APIENTRY GLDSA_ProgramUniform1i(GLuint program, GLint location, GLint v0);
-GLvoid APIENTRY GLDSA_ProgramUniform1f(GLuint program, GLint location, GLfloat v0);
-GLvoid APIENTRY GLDSA_ProgramUniform2f(GLuint program, GLint location,
+GLvoid APIENTRY GLDSA_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0);
+GLvoid APIENTRY GLDSA_ProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0);
+GLvoid APIENTRY GLDSA_ProgramUniform2fEXT(GLuint program, GLint location,
 	GLfloat v0, GLfloat v1);
-GLvoid APIENTRY GLDSA_ProgramUniform3f(GLuint program, GLint location,
+GLvoid APIENTRY GLDSA_ProgramUniform3fEXT(GLuint program, GLint location,
 	GLfloat v0, GLfloat v1, GLfloat v2);
-GLvoid APIENTRY GLDSA_ProgramUniform4f(GLuint program, GLint location,
+GLvoid APIENTRY GLDSA_ProgramUniform4fEXT(GLuint program, GLint location,
 	GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
-GLvoid APIENTRY GLDSA_ProgramUniform1fv(GLuint program, GLint location,
+GLvoid APIENTRY GLDSA_ProgramUniform1fvEXT(GLuint program, GLint location,
 	GLsizei count, const GLfloat *value);
-GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fv(GLuint program, GLint location,
+GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fvEXT(GLuint program, GLint location,
 	GLsizei count, GLboolean transpose,
 	const GLfloat *value);
 
@@ -64,16 +64,16 @@ void GL_BindNullFramebuffers(void);
 void GL_BindFramebuffer(GLenum target, GLuint framebuffer);
 void GL_BindRenderbuffer(GLuint renderbuffer);
 
-GLvoid APIENTRY GLDSA_NamedRenderbufferStorage(GLuint renderbuffer,
+GLvoid APIENTRY GLDSA_NamedRenderbufferStorageEXT(GLuint renderbuffer,
 	GLenum internalformat, GLsizei width, GLsizei height);
 
-GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisample(GLuint renderbuffer,
+GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisampleEXT(GLuint renderbuffer,
 	GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
 
-GLenum APIENTRY GLDSA_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);
-GLvoid APIENTRY GLDSA_NamedFramebufferTexture2D(GLuint framebuffer,
+GLenum APIENTRY GLDSA_CheckNamedFramebufferStatusEXT(GLuint framebuffer, GLenum target);
+GLvoid APIENTRY GLDSA_NamedFramebufferTexture2DEXT(GLuint framebuffer,
 	GLenum attachment, GLenum textarget, GLuint texture, GLint level);
-GLvoid APIENTRY GLDSA_NamedFramebufferRenderbuffer(GLuint framebuffer,
+GLvoid APIENTRY GLDSA_NamedFramebufferRenderbufferEXT(GLuint framebuffer,
 	GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
 
 
diff --git a/code/renderergl2/tr_extensions.c b/code/renderergl2/tr_extensions.c
index 3882434..927383a 100644
--- a/code/renderergl2/tr_extensions.c
+++ b/code/renderergl2/tr_extensions.c
@@ -43,96 +43,6 @@ QGL_ARB_vertex_array_object_PROCS;
 QGL_EXT_direct_state_access_PROCS;
 #undef GLE
 
-// GL_EXT_framebuffer_object
-GLboolean (APIENTRY * qglIsRenderbufferEXT)(GLuint renderbuffer);
-void (APIENTRY * qglBindRenderbufferEXT)(GLenum target, GLuint renderbuffer);
-void (APIENTRY * qglDeleteRenderbuffersEXT)(GLsizei n, const GLuint *renderbuffers);
-void (APIENTRY * qglGenRenderbuffersEXT)(GLsizei n, GLuint *renderbuffers);
-
-void (APIENTRY * qglRenderbufferStorageEXT)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
-
-void (APIENTRY * qglGetRenderbufferParameterivEXT)(GLenum target, GLenum pname, GLint *params);
-
-GLboolean (APIENTRY * qglIsFramebufferEXT)(GLuint framebuffer);
-void (APIENTRY * qglBindFramebufferEXT)(GLenum target, GLuint framebuffer);
-void (APIENTRY * qglDeleteFramebuffersEXT)(GLsizei n, const GLuint *framebuffers);
-void (APIENTRY * qglGenFramebuffersEXT)(GLsizei n, GLuint *framebuffers);
-
-GLenum (APIENTRY * qglCheckFramebufferStatusEXT)(GLenum target);
-
-void (APIENTRY * qglFramebufferTexture1DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
-	GLint level);
-void (APIENTRY * qglFramebufferTexture2DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
-	GLint level);
-void (APIENTRY * qglFramebufferTexture3DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
-	GLint level, GLint zoffset);
-
-void (APIENTRY * qglFramebufferRenderbufferEXT)(GLenum target, GLenum attachment, GLenum renderbuffertarget,
-	GLuint renderbuffer);
-
-void (APIENTRY * qglGetFramebufferAttachmentParameterivEXT)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
-
-void (APIENTRY * qglGenerateMipmapEXT)(GLenum target);
-
-// GL_EXT_framebuffer_blit
-void (APIENTRY * qglBlitFramebufferEXT)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
-                            GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
-                            GLbitfield mask, GLenum filter);
-
-// GL_EXT_framebuffer_multisample
-void (APIENTRY * qglRenderbufferStorageMultisampleEXT)(GLenum target, GLsizei samples,
-	GLenum internalformat, GLsizei width, GLsizei height);
-
-// GL_ARB_vertex_array_object
-void (APIENTRY * qglBindVertexArrayARB)(GLuint array);
-void (APIENTRY * qglDeleteVertexArraysARB)(GLsizei n, const GLuint *arrays);
-void (APIENTRY * qglGenVertexArraysARB)(GLsizei n, GLuint *arrays);
-GLboolean (APIENTRY * qglIsVertexArrayARB)(GLuint array);
-
-// GL_EXT_direct_state_access
-GLvoid (APIENTRY * qglBindMultiTexture)(GLenum texunit, GLenum target, GLuint texture);
-GLvoid (APIENTRY * qglTextureParameterf)(GLuint texture, GLenum target, GLenum pname, GLfloat param);
-GLvoid (APIENTRY * qglTextureParameteri)(GLuint texture, GLenum target, GLenum pname, GLint param);
-GLvoid (APIENTRY * qglTextureImage2D)(GLuint texture, GLenum target, GLint level, GLint internalformat,
-	GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
-GLvoid (APIENTRY * qglTextureSubImage2D)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
-	GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
-GLvoid (APIENTRY * qglCopyTextureImage2D)(GLuint texture, GLenum target, GLint level, GLenum internalformat,
-	GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
-GLvoid (APIENTRY * qglCompressedTextureImage2D)(GLuint texture, GLenum target, GLint level, GLenum internalformat,
-	GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
-GLvoid (APIENTRY * qglCompressedTextureSubImage2D)(GLuint texture, GLenum target, GLint level,
-	GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format,
-	GLsizei imageSize, const GLvoid *data);
-GLvoid (APIENTRY * qglGenerateTextureMipmap)(GLuint texture, GLenum target);
-
-GLvoid(APIENTRY * qglProgramUniform1i)(GLuint program, GLint location, GLint v0);
-GLvoid(APIENTRY * qglProgramUniform1f)(GLuint program, GLint location, GLfloat v0);
-GLvoid(APIENTRY * qglProgramUniform2f)(GLuint program, GLint location,
-	GLfloat v0, GLfloat v1);
-GLvoid(APIENTRY * qglProgramUniform3f)(GLuint program, GLint location,
-	GLfloat v0, GLfloat v1, GLfloat v2);
-GLvoid(APIENTRY * qglProgramUniform4f)(GLuint program, GLint location,
-	GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
-GLvoid(APIENTRY * qglProgramUniform1fv)(GLuint program, GLint location,
-	GLsizei count, const GLfloat *value);
-GLvoid(APIENTRY * qglProgramUniformMatrix4fv)(GLuint program, GLint location,
-	GLsizei count, GLboolean transpose,
-	const GLfloat *value);
-
-GLvoid(APIENTRY * qglNamedRenderbufferStorage)(GLuint renderbuffer,
-	GLenum internalformat, GLsizei width, GLsizei height);
-
-GLvoid(APIENTRY * qglNamedRenderbufferStorageMultisample)(GLuint renderbuffer,
-	GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
-
-GLenum(APIENTRY * qglCheckNamedFramebufferStatus)(GLuint framebuffer, GLenum target);
-GLvoid(APIENTRY * qglNamedFramebufferTexture2D)(GLuint framebuffer,
-	GLenum attachment, GLenum textarget, GLuint texture, GLint level);
-GLvoid(APIENTRY * qglNamedFramebufferRenderbuffer)(GLuint framebuffer,
-	GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
-
-
 static qboolean GLimp_HaveExtension(const char *ext)
 {
 	const char *ptr = Q_stristr( glConfig.extensions_string, ext );
diff --git a/code/renderergl2/tr_fbo.c b/code/renderergl2/tr_fbo.c
index 9ba6344..41cfdd7 100644
--- a/code/renderergl2/tr_fbo.c
+++ b/code/renderergl2/tr_fbo.c
@@ -32,7 +32,7 @@ R_CheckFBO
 */
 qboolean R_CheckFBO(const FBO_t * fbo)
 {
-	GLenum code = qglCheckNamedFramebufferStatus(fbo->frameBuffer, GL_FRAMEBUFFER_EXT);
+	GLenum code = qglCheckNamedFramebufferStatusEXT(fbo->frameBuffer, GL_FRAMEBUFFER_EXT);
 
 	if(code == GL_FRAMEBUFFER_COMPLETE_EXT)
 		return qtrue;
@@ -184,20 +184,20 @@ void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
 		qglGenRenderbuffersEXT(1, pRenderBuffer);
 
 	if (multisample && glRefConfig.framebufferMultisample)
-		qglNamedRenderbufferStorageMultisample(*pRenderBuffer, multisample, format, fbo->width, fbo->height);
+		qglNamedRenderbufferStorageMultisampleEXT(*pRenderBuffer, multisample, format, fbo->width, fbo->height);
 	else
-		qglNamedRenderbufferStorage(*pRenderBuffer, format, fbo->width, fbo->height);
+		qglNamedRenderbufferStorageEXT(*pRenderBuffer, format, fbo->width, fbo->height);
 
 	if(absent)
 	{
 		if (attachment == 0)
 		{
-			qglNamedFramebufferRenderbuffer(fbo->frameBuffer, GL_DEPTH_ATTACHMENT_EXT,   GL_RENDERBUFFER_EXT, *pRenderBuffer);
-			qglNamedFramebufferRenderbuffer(fbo->frameBuffer, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
+			qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_DEPTH_ATTACHMENT_EXT,   GL_RENDERBUFFER_EXT, *pRenderBuffer);
+			qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
 		}
 		else
 		{
-			qglNamedFramebufferRenderbuffer(fbo->frameBuffer, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer);
+			qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer);
 		}
 	}
 }
@@ -216,7 +216,7 @@ void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubem
 	if (image->flags & IMGFLAG_CUBEMAP)
 		target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cubemapside;
 
-	qglNamedFramebufferTexture2D(fbo->frameBuffer, attachment, target, image->texnum, 0);
+	qglNamedFramebufferTexture2DEXT(fbo->frameBuffer, attachment, target, image->texnum, 0);
 	index = attachment - GL_COLOR_ATTACHMENT0_EXT;
 	if (index >= 0 && index <= 15)
 		fbo->colorImage[index] = image;
diff --git a/code/renderergl2/tr_glsl.c b/code/renderergl2/tr_glsl.c
index b908961..50770da 100644
--- a/code/renderergl2/tr_glsl.c
+++ b/code/renderergl2/tr_glsl.c
@@ -701,7 +701,7 @@ void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
 
 	*compare = value;
 
-	qglProgramUniform1i(program->program, uniforms[uniformNum], value);
+	qglProgramUniform1iEXT(program->program, uniforms[uniformNum], value);
 }
 
 void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value)
@@ -725,7 +725,7 @@ void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat valu
 
 	*compare = value;
 	
-	qglProgramUniform1f(program->program, uniforms[uniformNum], value);
+	qglProgramUniform1fEXT(program->program, uniforms[uniformNum], value);
 }
 
 void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v)
@@ -750,7 +750,7 @@ void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t
 	compare[0] = v[0];
 	compare[1] = v[1];
 
-	qglProgramUniform2f(program->program, uniforms[uniformNum], v[0], v[1]);
+	qglProgramUniform2fEXT(program->program, uniforms[uniformNum], v[0], v[1]);
 }
 
 void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v)
@@ -774,7 +774,7 @@ void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t
 
 	VectorCopy(v, compare);
 
-	qglProgramUniform3f(program->program, uniforms[uniformNum], v[0], v[1], v[2]);
+	qglProgramUniform3fEXT(program->program, uniforms[uniformNum], v[0], v[1], v[2]);
 }
 
 void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v)
@@ -798,7 +798,7 @@ void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t
 
 	VectorCopy4(v, compare);
 
-	qglProgramUniform4f(program->program, uniforms[uniformNum], v[0], v[1], v[2], v[3]);
+	qglProgramUniform4fEXT(program->program, uniforms[uniformNum], v[0], v[1], v[2], v[3]);
 }
 
 void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v)
@@ -822,7 +822,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_
 
 	VectorCopy5(v, compare);
 
-	qglProgramUniform1fv(program->program, uniforms[uniformNum], 5, v);
+	qglProgramUniform1fvEXT(program->program, uniforms[uniformNum], 5, v);
 }
 
 void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix)
@@ -846,7 +846,7 @@ void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t
 
 	Mat4Copy(matrix, compare);
 
-	qglProgramUniformMatrix4fv(program->program, uniforms[uniformNum], 1, GL_FALSE, matrix);
+	qglProgramUniformMatrix4fvEXT(program->program, uniforms[uniformNum], 1, GL_FALSE, matrix);
 }
 
 void GLSL_DeleteGPUShader(shaderProgram_t *program)
diff --git a/code/renderergl2/tr_image.c b/code/renderergl2/tr_image.c
index f267069..95989b9 100644
--- a/code/renderergl2/tr_image.c
+++ b/code/renderergl2/tr_image.c
@@ -116,8 +116,8 @@ void GL_TextureMode( const char *string ) {
 	for ( i = 0 ; i < tr.numImages ; i++ ) {
 		glt = tr.images[ i ];
 		if ( glt->flags & IMGFLAG_MIPMAP && !(glt->flags & IMGFLAG_CUBEMAP)) {
-			qglTextureParameterf(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
-			qglTextureParameterf(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+			qglTextureParameterfEXT(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+			qglTextureParameterfEXT(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
 		}
 	}
 }
@@ -1858,7 +1858,7 @@ static void RawImage_UploadToRgtc2Texture(GLuint texture, byte *data, int width,
 		}
 	}
 
-	qglCompressedTextureImage2D(texture, GL_TEXTURE_2D, mip, GL_COMPRESSED_RG_RGTC2, width, height, 0, size, compressedData);
+	qglCompressedTextureImage2DEXT(texture, GL_TEXTURE_2D, mip, GL_COMPRESSED_RG_RGTC2, width, height, 0, size, compressedData);
 
 	ri.Hunk_FreeTempMemory(compressedData);
 }
@@ -1938,7 +1938,7 @@ static void RawImage_UploadTexture(GLuint texture, byte *data, int x, int y, int
 		do
 		{
 			lastMip = (width == 1 && height == 1) || !mipmap;
-			qglTextureImage2D(texture, target, miplevel, internalFormat, width, height, 0, dataFormat, dataType, NULL);
+			qglTextureImage2DEXT(texture, target, miplevel, internalFormat, width, height, 0, dataFormat, dataType, NULL);
 
 			width = MAX(1, width >> 1);
 			height = MAX(1, height >> 1);
@@ -1971,9 +1971,9 @@ static void RawImage_UploadTexture(GLuint texture, byte *data, int x, int y, int
 		if (compressed)
 		{
 			if (subtexture)
-				qglCompressedTextureSubImage2D(texture, target, miplevel, x, y, width, height, picFormat, size, data);
+				qglCompressedTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, picFormat, size, data);
 			else
-				qglCompressedTextureImage2D(texture, target, miplevel, picFormat, width, height, 0, size, data);
+				qglCompressedTextureImage2DEXT(texture, target, miplevel, picFormat, width, height, 0, size, data);
 		}
 		else
 		{
@@ -1983,9 +1983,9 @@ static void RawImage_UploadTexture(GLuint texture, byte *data, int x, int y, int
 			if (rgtc)
 				RawImage_UploadToRgtc2Texture(texture, data, width, height, miplevel);
 			else if (subtexture)
-				qglTextureSubImage2D(texture, target, miplevel, x, y, width, height, dataFormat, dataType, data);
+				qglTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, dataFormat, dataType, data);
 			else
-				qglTextureImage2D(texture, target, miplevel, internalFormat, width, height, 0, dataFormat, dataType, data);
+				qglTextureImage2DEXT(texture, target, miplevel, internalFormat, width, height, 0, dataFormat, dataType, data);
 
 			if (!lastMip && numMips < 2)
 			{
@@ -2112,19 +2112,19 @@ done:
 	if (mipmap)
 	{
 		if (textureFilterAnisotropic && !cubemap)
-			qglTextureParameteri(image->texnum, textureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+			qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT,
 			(GLint)Com_Clamp(1, maxAnisotropy, r_ext_max_anisotropy->integer));
 
-		qglTextureParameterf(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, gl_filter_min);
-		qglTextureParameterf(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+		qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+		qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, gl_filter_max);
 	}
 	else
 	{
 		if (textureFilterAnisotropic && !cubemap)
-			qglTextureParameteri(image->texnum, textureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
+			qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
 
-		qglTextureParameterf(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-		qglTextureParameterf(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+		qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+		qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 	}
 
 	// Fix for sampling depth buffer on old nVidia cards
@@ -2135,9 +2135,9 @@ done:
 		case GL_DEPTH_COMPONENT16_ARB:
 		case GL_DEPTH_COMPONENT24_ARB:
 		case GL_DEPTH_COMPONENT32_ARB:
-			qglTextureParameterf(image->texnum, textureTarget, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
-			qglTextureParameterf(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-			qglTextureParameterf(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+			qglTextureParameterfEXT(image->texnum, textureTarget, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
+			qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+			qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 			break;
 		default:
 			break;
@@ -2199,14 +2199,14 @@ image_t *R_CreateImage2( const char *name, byte *pic, int width, int height, GLe
 
 	if (image->flags & IMGFLAG_CUBEMAP)
 	{
-		qglTextureParameterf(image->texnum, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, glWrapClampMode);
-		qglTextureParameterf(image->texnum, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, glWrapClampMode);
-		qglTextureParameteri(image->texnum, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, glWrapClampMode);
+		qglTextureParameterfEXT(image->texnum, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, glWrapClampMode);
+		qglTextureParameterfEXT(image->texnum, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, glWrapClampMode);
+		qglTextureParameteriEXT(image->texnum, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, glWrapClampMode);
 	}
 	else
 	{
-		qglTextureParameterf(image->texnum, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode);
-		qglTextureParameterf(image->texnum, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode);
+		qglTextureParameterfEXT(image->texnum, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode);
+		qglTextureParameterfEXT(image->texnum, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode);
 	}
 
 	hash = generateHashValue(name);
@@ -2819,8 +2819,8 @@ void R_CreateBuiltinImages( void ) {
 			for ( x = 0; x < 4; x++)
 			{
 				tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
-				qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
-				qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
+				qglTextureParameterfEXT(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+				qglTextureParameterfEXT(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 			}
 
 			tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);

-- 
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/ioquake3.git



More information about the Pkg-games-commits mailing list