[Gridflow-cvs] [svn] commit: r6034 - /trunk/src/opengl.cxx

svn-gridflow at artengine.ca svn-gridflow at artengine.ca
Wed Aug 11 20:44:12 EDT 2010


Author: matju
Date: Wed Aug 11 20:44:10 2010
New Revision: 6034

Log:
shrink

Modified:
    trunk/src/opengl.cxx

Modified: trunk/src/opengl.cxx
==============================================================================
--- trunk/src/opengl.cxx (original)
+++ trunk/src/opengl.cxx Wed Aug 11 20:44:10 2010
@@ -153,72 +153,72 @@
 	.D(GL_POLYGON)
 	;
 	capability
-	.D(GL_ALPHA_TEST)
-	.D(GL_AUTO_NORMAL)
-	.D(GL_BLEND)
-	.D(GL_CLIP_PLANE0).D(GL_CLIP_PLANE1)
-	.D(GL_CLIP_PLANE2).D(GL_CLIP_PLANE3)
-	.D(GL_CLIP_PLANE4).D(GL_CLIP_PLANE5)
-	.D(GL_COLOR_LOGIC_OP).D(GL_COLOR_MATERIAL).D(GL_COLOR_SUM).D(GL_COLOR_TABLE)
-	.D(GL_CONVOLUTION_1D).D(GL_CONVOLUTION_2D)
-	.D(GL_CULL_FACE)
-	.D(GL_DEPTH_TEST)
-	.D(GL_DITHER)
-	.D(GL_FOG)
-	.D(GL_HISTOGRAM)
-	.D(GL_INDEX_LOGIC_OP)
-	.D(GL_LIGHT0).D(GL_LIGHT1).D(GL_LIGHT2).D(GL_LIGHT3)
-	.D(GL_LIGHT4).D(GL_LIGHT5).D(GL_LIGHT6).D(GL_LIGHT7)
-	.D(GL_LIGHTING)
-	.D(GL_LINE_SMOOTH)
-	.D(GL_LINE_STIPPLE)
-	.D(GL_MAP1_COLOR_4).D(GL_MAP1_INDEX).D(GL_MAP1_NORMAL)
-	.D(GL_MAP1_TEXTURE_COORD_1).D(GL_MAP1_TEXTURE_COORD_2)
-	.D(GL_MAP1_TEXTURE_COORD_3).D(GL_MAP1_TEXTURE_COORD_4)
-	.D(GL_MAP1_VERTEX_3).D(GL_MAP1_VERTEX_4)
-	.D(GL_MAP2_COLOR_4).D(GL_MAP2_INDEX).D(GL_MAP2_NORMAL)
-	.D(GL_MAP2_TEXTURE_COORD_1).D(GL_MAP2_TEXTURE_COORD_2)
-	.D(GL_MAP2_TEXTURE_COORD_3).D(GL_MAP2_TEXTURE_COORD_4)
-	.D(GL_MAP2_VERTEX_3).D(GL_MAP2_VERTEX_4)
-	.D(GL_MINMAX)
-	.D(GL_MULTISAMPLE)
-	.D(GL_NORMALIZE)
-	.D(GL_POINT_SMOOTH)
-	.D(GL_POINT_SPRITE)
-	.D(GL_POLYGON_OFFSET_FILL)
-	.D(GL_POLYGON_OFFSET_LINE)
-	.D(GL_POLYGON_OFFSET_POINT)
-	.D(GL_POLYGON_SMOOTH)
-	.D(GL_POLYGON_STIPPLE)
-	.D(GL_POST_COLOR_MATRIX_COLOR_TABLE)
-	.D(GL_POST_CONVOLUTION_COLOR_TABLE)
-	.D(GL_RESCALE_NORMAL)
-	.D(GL_SAMPLE_ALPHA_TO_COVERAGE)
-	.D(GL_SAMPLE_ALPHA_TO_ONE)
-	.D(GL_SAMPLE_COVERAGE)
-	.D(GL_SEPARABLE_2D)
-	.D(GL_SCISSOR_TEST)
-	.D(GL_STENCIL_TEST)
-	.D(GL_TEXTURE_1D)
-	.D(GL_TEXTURE_2D)
-	.D(GL_TEXTURE_3D)
-	.D(GL_TEXTURE_CUBE_MAP)
-	.D(GL_TEXTURE_GEN_Q)
-	.D(GL_TEXTURE_GEN_R)
-	.D(GL_TEXTURE_GEN_S)
-	.D(GL_TEXTURE_GEN_T)
-	.D(GL_VERTEX_PROGRAM_POINT_SIZE)
-	.D(GL_VERTEX_PROGRAM_TWO_SIDE)
+	.A(GL_ALPHA_TEST,1)
+	.A(GL_AUTO_NORMAL,1)
+	.A(GL_BLEND,1)
+	.A(GL_CLIP_PLANE0,1).A(GL_CLIP_PLANE1,1)
+	.A(GL_CLIP_PLANE2,1).A(GL_CLIP_PLANE3,1)
+	.A(GL_CLIP_PLANE4,1).A(GL_CLIP_PLANE5,1)
+	.A(GL_COLOR_LOGIC_OP,1).A(GL_COLOR_MATERIAL,1).A(GL_COLOR_SUM,1).A(GL_COLOR_TABLE,1)
+	.A(GL_CONVOLUTION_1D,1).A(GL_CONVOLUTION_2D,1)
+	.A(GL_CULL_FACE,1)
+	.A(GL_DEPTH_TEST,1)
+	.A(GL_DITHER,1)
+	.A(GL_FOG,1)
+	.A(GL_HISTOGRAM,1)
+	.A(GL_INDEX_LOGIC_OP,1)
+	.A(GL_LIGHT0,1).A(GL_LIGHT1,1).A(GL_LIGHT2,1).A(GL_LIGHT3,1)
+	.A(GL_LIGHT4,1).A(GL_LIGHT5,1).A(GL_LIGHT6,1).A(GL_LIGHT7,1)
+	.A(GL_LIGHTING,1)
+	.A(GL_LINE_SMOOTH,1)
+	.A(GL_LINE_STIPPLE,1)
+	.A(GL_MAP1_COLOR_4,1).A(GL_MAP1_INDEX,1).A(GL_MAP1_NORMAL,1)
+	.A(GL_MAP1_TEXTURE_COORD_1,1).A(GL_MAP1_TEXTURE_COORD_2,1)
+	.A(GL_MAP1_TEXTURE_COORD_3,1).A(GL_MAP1_TEXTURE_COORD_4,1)
+	.A(GL_MAP1_VERTEX_3,1).A(GL_MAP1_VERTEX_4,1)
+	.A(GL_MAP2_COLOR_4,1).A(GL_MAP2_INDEX,1).A(GL_MAP2_NORMAL,1)
+	.A(GL_MAP2_TEXTURE_COORD_1,1).A(GL_MAP2_TEXTURE_COORD_2,1)
+	.A(GL_MAP2_TEXTURE_COORD_3,1).A(GL_MAP2_TEXTURE_COORD_4,1)
+	.A(GL_MAP2_VERTEX_3,1).A(GL_MAP2_VERTEX_4,1)
+	.A(GL_MINMAX,1)
+	.A(GL_MULTISAMPLE,1) // not in get ?
+	.A(GL_NORMALIZE,1)
+	.A(GL_POINT_SMOOTH,1)
+	.A(GL_POINT_SPRITE,1)
+	.A(GL_POLYGON_OFFSET_FILL,1)
+	.A(GL_POLYGON_OFFSET_LINE,1)
+	.A(GL_POLYGON_OFFSET_POINT,1)
+	.A(GL_POLYGON_SMOOTH,1)
+	.A(GL_POLYGON_STIPPLE,1)
+	.A(GL_POST_COLOR_MATRIX_COLOR_TABLE,1)
+	.A(GL_POST_CONVOLUTION_COLOR_TABLE,1)
+	.A(GL_RESCALE_NORMAL,1)
+	.A(GL_SAMPLE_ALPHA_TO_COVERAGE,1) // not in get ?
+	.A(GL_SAMPLE_ALPHA_TO_ONE,1) // not in get ?
+	.A(GL_SAMPLE_COVERAGE,1) // not in get ?
+	.A(GL_SEPARABLE_2D,1)
+	.A(GL_SCISSOR_TEST,1)
+	.A(GL_STENCIL_TEST,1)
+	.A(GL_TEXTURE_1D,1)
+	.A(GL_TEXTURE_2D,1)
+	.A(GL_TEXTURE_3D,1)
+	.A(GL_TEXTURE_CUBE_MAP,1)
+	.A(GL_TEXTURE_GEN_Q,1)
+	.A(GL_TEXTURE_GEN_R,1)
+	.A(GL_TEXTURE_GEN_S,1)
+	.A(GL_TEXTURE_GEN_T,1)
+	.A(GL_VERTEX_PROGRAM_POINT_SIZE,1)
+	.A(GL_VERTEX_PROGRAM_TWO_SIDE,1)
 	;
 	client_state_capability
-	.D(GL_COLOR_ARRAY)
-	.D(GL_EDGE_FLAG_ARRAY)
-	.D(GL_FOG_COORD_ARRAY)
-	.D(GL_INDEX_ARRAY)
-	.D(GL_NORMAL_ARRAY)
-	.D(GL_SECONDARY_COLOR_ARRAY)
-	.D(GL_TEXTURE_COORD_ARRAY)
-	.D(GL_VERTEX_ARRAY)
+	.A(GL_COLOR_ARRAY,1)
+	.A(GL_EDGE_FLAG_ARRAY,1)
+	.A(GL_FOG_COORD_ARRAY,1)
+	.A(GL_INDEX_ARRAY,1)
+	.A(GL_NORMAL_ARRAY,1)
+	.A(GL_SECONDARY_COLOR_ARRAY,1)
+	.A(GL_TEXTURE_COORD_ARRAY,1)
+	.A(GL_VERTEX_ARRAY,1)
 	;
 	which_side
 	.D(GL_FRONT)
@@ -460,14 +460,14 @@
 	.D(GL_FILL) // only for mesh2
 	;
 	hint_target
-	.D(GL_FOG_HINT)
-        .D(GL_GENERATE_MIPMAP_HINT)
-        .D(GL_LINE_SMOOTH_HINT)
-        .D(GL_PERSPECTIVE_CORRECTION_HINT)
-	.D(GL_POINT_SMOOTH_HINT)
-	.D(GL_POLYGON_SMOOTH_HINT)
-	.D(GL_TEXTURE_COMPRESSION_HINT)
-	.D(GL_FRAGMENT_SHADER_DERIVATIVE_HINT)
+	.A(GL_FOG_HINT,1)
+        .A(GL_GENERATE_MIPMAP_HINT,1)
+        .A(GL_LINE_SMOOTH_HINT,1)
+        .A(GL_PERSPECTIVE_CORRECTION_HINT,1)
+	.A(GL_POINT_SMOOTH_HINT,1)
+	.A(GL_POLYGON_SMOOTH_HINT,1)
+	.A(GL_TEXTURE_COMPRESSION_HINT,1)//e
+	.A(GL_FRAGMENT_SHADER_DERIVATIVE_HINT,1)
 	;
 	hint_mode
 	.D(GL_FASTEST)
@@ -692,6 +692,9 @@
 	;
 	get_parameter
 	.add(pixel_transfer)
+	//.add(capability)
+	.add(client_state_capability)
+	.add(hint_target)
 	.A(GL_ACCUM_ALPHA_BITS,1).A(GL_ACCUM_BLUE_BITS,1).A(GL_ACCUM_GREEN_BITS,1).A(GL_ACCUM_RED_BITS,1)
 	.A(GL_BLEND_COLOR,4)
 	.A(GL_ACCUM_CLEAR_VALUE,4)
@@ -707,7 +710,7 @@
 	.A(GL_CLIENT_ATTRIB_STACK_DEPTH,1)
 	.A(GL_CLIP_PLANE0,1).A(GL_CLIP_PLANE1,1).A(GL_CLIP_PLANE2,1)
 	.A(GL_CLIP_PLANE3,1).A(GL_CLIP_PLANE4,1).A(GL_CLIP_PLANE5,1)
-	.A(GL_COLOR_ARRAY,1).A(GL_COLOR_ARRAY_BUFFER_BINDING,1).A(GL_COLOR_ARRAY_SIZE,1)
+	.A(GL_COLOR_ARRAY_BUFFER_BINDING,1).A(GL_COLOR_ARRAY_SIZE,1)
 	.A(GL_COLOR_ARRAY_STRIDE,1)
 	.A(GL_COLOR_CLEAR_VALUE,4)
 	.A(GL_COLOR_LOGIC_OP,1)
@@ -743,30 +746,28 @@
 	.A(GL_DOUBLEBUFFER,1)
 	.A(GL_DRAW_BUFFER,1)
 	//GL_DRAW_BUFFERi,1e
-	.A(GL_EDGE_FLAG,1).A(GL_EDGE_FLAG_ARRAY,1).A(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING,1).A(GL_EDGE_FLAG_ARRAY_STRIDE,1)
+	.A(GL_EDGE_FLAG,1).A(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING,1).A(GL_EDGE_FLAG_ARRAY_STRIDE,1)
 	.A(GL_ELEMENT_ARRAY_BUFFER_BINDING,1)
 	.A(GL_FEEDBACK_BUFFER_SIZE,1)
 	//GL_FEEDBACK_BUFFER_TYPE,1e
 	.A(GL_FOG,1)
-	.A(GL_FOG_COORD_ARRAY,1).A(GL_FOG_COORD_ARRAY_BUFFER_BINDING,1)
-	.A(GL_FOG_COORD_ARRAY_STRIDE,1).A(GL_FOG_COORD_ARRAY_TYPE,1)
+	.A(GL_FOG_COORD_ARRAY_BUFFER_BINDING,1).A(GL_FOG_COORD_ARRAY_STRIDE,1).A(GL_FOG_COORD_ARRAY_TYPE,1)
 	.A(GL_FOG_COORD_SRC,1).A(GL_FOG_COLOR,4).A(GL_FOG_DENSITY,1).A(GL_FOG_END,1)
-	.A(GL_FOG_HINT,1).A(GL_FOG_INDEX,1).A(GL_FOG_MODE,1).A(GL_FOG_START,1)
-	.A(GL_FRAGMENT_SHADER_DERIVATIVE_HINT,1)
+	.A(GL_FOG_INDEX,1).A(GL_FOG_MODE,1).A(GL_FOG_START,1)
 	.A(GL_FRONT_FACE,1)
-	.A(GL_GENERATE_MIPMAP_HINT,1)
 	.A(GL_GREEN_BITS,1)
 	.A(GL_HISTOGRAM,1)
-	.A(GL_INDEX_ARRAY,1).A(GL_INDEX_ARRAY_BUFFER_BINDING,1).A(GL_INDEX_ARRAY_STRIDE,1).A(GL_INDEX_ARRAY_TYPE,1)
+	.A(GL_INDEX_ARRAY_BUFFER_BINDING,1).A(GL_INDEX_ARRAY_STRIDE,1).A(GL_INDEX_ARRAY_TYPE,1)
 	.A(GL_INDEX_BITS,1).A(GL_INDEX_CLEAR_VALUE,1).A(GL_INDEX_LOGIC_OP,1).A(GL_INDEX_MODE,1)
 	.A(GL_INDEX_WRITEMASK,1)
-	//GL_LIGHTi,1
+	.A(GL_LIGHT0,1).A(GL_LIGHT1,1).A(GL_LIGHT2,1).A(GL_LIGHT3,1)
+	.A(GL_LIGHT4,1).A(GL_LIGHT5,1).A(GL_LIGHT6,1).A(GL_LIGHT7,1)
 	.A(GL_LIGHTING,1)
 	.A(GL_LIGHT_MODEL_AMBIENT,4)
 	//.A(GL_LIGHT_MODEL_COLOR_CONTROL,1e)
 	.A(GL_LIGHT_MODEL_LOCAL_VIEWER,1)
 	.A(GL_LIGHT_MODEL_TWO_SIDE,1)
-	.A(GL_LINE_SMOOTH,1).A(GL_LINE_SMOOTH_HINT,1)
+	.A(GL_LINE_SMOOTH,1)
 	.A(GL_LINE_STIPPLE,1).A(GL_LINE_STIPPLE_PATTERN,1).A(GL_LINE_STIPPLE_REPEAT,1)
 	.A(GL_LINE_WIDTH,1).A(GL_LINE_WIDTH_GRANULARITY,1).A(GL_LINE_WIDTH_RANGE,2)
 	.A(GL_LIST_BASE,1).A(GL_LIST_INDEX,1).A(GL_LIST_MODE,1)
@@ -811,10 +812,7 @@
 	.A(GL_MODELVIEW_MATRIX,16)
 	.A(GL_MODELVIEW_STACK_DEPTH,1)
 	.A(GL_NAME_STACK_DEPTH,1)
-	.A(GL_NORMAL_ARRAY,1)
-	.A(GL_NORMAL_ARRAY_BUFFER_BINDING,1)
-	.A(GL_NORMAL_ARRAY_STRIDE,1)
-	//.A(GL_NORMAL_ARRAY_TYPE,1e)
+	.A(GL_NORMAL_ARRAY_BUFFER_BINDING,1).A(GL_NORMAL_ARRAY_STRIDE,1)//.A(GL_NORMAL_ARRAY_TYPE,1e)
 	.A(GL_NORMALIZE,1)
 	.A(GL_PACK_ALIGNMENT,1)
 	.A(GL_PACK_IMAGE_HEIGHT,1)
@@ -824,7 +822,6 @@
 	.A(GL_PACK_SKIP_PIXELS,1)
 	.A(GL_PACK_SKIP_ROWS,1)
 	.A(GL_PACK_SWAP_BYTES,1)
-	.A(GL_PERSPECTIVE_CORRECTION_HINT,1)
 	.A(GL_PIXEL_MAP_A_TO_A_SIZE,1).A(GL_PIXEL_MAP_B_TO_B_SIZE,1).A(GL_PIXEL_MAP_G_TO_G_SIZE,1).A(GL_PIXEL_MAP_R_TO_R_SIZE,1)
 	.A(GL_PIXEL_MAP_I_TO_A_SIZE,1).A(GL_PIXEL_MAP_I_TO_B_SIZE,1).A(GL_PIXEL_MAP_I_TO_G_SIZE,1).A(GL_PIXEL_MAP_I_TO_R_SIZE,1)
 	.A(GL_PIXEL_MAP_I_TO_I_SIZE,1).A(GL_PIXEL_MAP_S_TO_S_SIZE,1)
@@ -838,7 +835,6 @@
 	.A(GL_POINT_SIZE_MIN,1)
 	.A(GL_POINT_SIZE_RANGE,2)
 	.A(GL_POINT_SMOOTH,1)
-	.A(GL_POINT_SMOOTH_HINT,1)
 	.A(GL_POINT_SPRITE,1)
 	//.A(GL_POLYGON_MODE,2e)
 	.A(GL_POLYGON_OFFSET_FACTOR,1)
@@ -847,7 +843,6 @@
 	.A(GL_POLYGON_OFFSET_LINE,1)
 	.A(GL_POLYGON_OFFSET_POINT,1)
 	.A(GL_POLYGON_SMOOTH,1)
-	.A(GL_POLYGON_SMOOTH_HINT,1)
 	.A(GL_POLYGON_STIPPLE,1)
 	.A(GL_POST_COLOR_MATRIX_COLOR_TABLE,1)
 	.A(GL_POST_CONVOLUTION_COLOR_TABLE,1)
@@ -864,47 +859,33 @@
 	.A(GL_SAMPLES,1)
 	.A(GL_SCISSOR_BOX,4)
 	.A(GL_SCISSOR_TEST,1)
-	.A(GL_SECONDARY_COLOR_ARRAY,1)
-	.A(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING,1)
-	.A(GL_SECONDARY_COLOR_ARRAY_SIZE,1)
-	.A(GL_SECONDARY_COLOR_ARRAY_STRIDE,1)
-	.A(GL_SECONDARY_COLOR_ARRAY_TYPE,1)
+	.A(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING,1).A(GL_SECONDARY_COLOR_ARRAY_SIZE,1)
+	.A(GL_SECONDARY_COLOR_ARRAY_STRIDE,1).A(GL_SECONDARY_COLOR_ARRAY_TYPE,1)
 	.A(GL_SELECTION_BUFFER_SIZE,1)
 	.A(GL_SEPARABLE_2D,1)
 	.A(GL_SHADE_MODEL,1)
 	.A(GL_SMOOTH_LINE_WIDTH_RANGE,2).A(GL_SMOOTH_LINE_WIDTH_GRANULARITY,1)
 	.A(GL_SMOOTH_POINT_SIZE_RANGE,2).A(GL_SMOOTH_POINT_SIZE_GRANULARITY,1)
-	.A(GL_STENCIL_BACK_FAIL,1)
-	.A(GL_STENCIL_BACK_PASS_DEPTH_FAIL,1)
-	.A(GL_STENCIL_BACK_FUNC,1)
-	.A(GL_STENCIL_BACK_PASS_DEPTH_PASS,1)
+	//.A(GL_STENCIL_BACK_FAIL,1e).A(GL_STENCIL_BACK_PASS_DEPTH_FAIL,1e)
+	//.A(GL_STENCIL_BACK_FUNC,1e).A(GL_STENCIL_BACK_PASS_DEPTH_PASS,1e)
 	.A(GL_STENCIL_BACK_REF,1)
 	.A(GL_STENCIL_BACK_VALUE_MASK,1)
 	.A(GL_STENCIL_BACK_WRITEMASK,1)
 	.A(GL_STENCIL_BITS,1)
 	.A(GL_STENCIL_CLEAR_VALUE,1)
-	//.A(GL_STENCIL_FAIL,1e)
-	//.A(GL_STENCIL_FUNC,1e)
-	//.A(GL_STENCIL_PASS_DEPTH_FAIL,1e)
-	//.A(GL_STENCIL_PASS_DEPTH_PASS,1e)
+	//.A(GL_STENCIL_FAIL,1e).A(GL_STENCIL_PASS_DEPTH_FAIL,1e)
+	//.A(GL_STENCIL_FUNC,1e).A(GL_STENCIL_PASS_DEPTH_PASS,1e)
 	.A(GL_STENCIL_REF,1)
 	.A(GL_STENCIL_TEST,1)
 	.A(GL_STENCIL_VALUE_MASK,1)
 	.A(GL_STENCIL_WRITEMASK,1)
 	.A(GL_STEREO,1)
 	.A(GL_SUBPIXEL_BITS,1)
-	.A(GL_TEXTURE_1D,1)
-	.A(GL_TEXTURE_BINDING_1D,1)
-	.A(GL_TEXTURE_2D,1)
-	.A(GL_TEXTURE_BINDING_2D,1)
-	.A(GL_TEXTURE_3D,1)
-	.A(GL_TEXTURE_BINDING_3D,1)
+	.A(GL_TEXTURE_1D,1).A(GL_TEXTURE_BINDING_1D,1)
+	.A(GL_TEXTURE_2D,1).A(GL_TEXTURE_BINDING_2D,1)
+	.A(GL_TEXTURE_3D,1).A(GL_TEXTURE_BINDING_3D,1)
 	.A(GL_TEXTURE_BINDING_CUBE_MAP,1)
-	//.A(GL_TEXTURE_COMPRESSION_HINT,1e)
-	.A(GL_TEXTURE_COORD_ARRAY,1)
-	.A(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING,1)
-	.A(GL_TEXTURE_COORD_ARRAY_SIZE,1)
-	.A(GL_TEXTURE_COORD_ARRAY_STRIDE,1)
+	.A(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING,1).A(GL_TEXTURE_COORD_ARRAY_SIZE,1).A(GL_TEXTURE_COORD_ARRAY_STRIDE,1)
 	//.A(GL_TEXTURE_COORD_ARRAY_TYPE,1e)
 	.A(GL_TEXTURE_CUBE_MAP,1)
 	.A(GL_TEXTURE_GEN_Q,1)
@@ -925,11 +906,7 @@
 	.A(GL_UNPACK_SKIP_PIXELS,1)
 	.A(GL_UNPACK_SKIP_ROWS,1)
 	.A(GL_UNPACK_SWAP_BYTES,1)
-	.A(GL_VERTEX_ARRAY,1)
-	.A(GL_VERTEX_ARRAY_BUFFER_BINDING,1)
-	.A(GL_VERTEX_ARRAY_SIZE,1)
-	.A(GL_VERTEX_ARRAY_STRIDE,1)
-	.A(GL_VERTEX_ARRAY_TYPE,1)
+	.A(GL_VERTEX_ARRAY_BUFFER_BINDING,1).A(GL_VERTEX_ARRAY_SIZE,1).A(GL_VERTEX_ARRAY_STRIDE,1).A(GL_VERTEX_ARRAY_TYPE,1)
 	.A(GL_VERTEX_PROGRAM_POINT_SIZE,1)
 	.A(GL_VERTEX_PROGRAM_TWO_SIDE,1)
 	.A(GL_VIEWPORT,4)



More information about the Gridflow-cvs mailing list