[Gridflow-cvs] [svn] commit: r6035 - /trunk/src/opengl.cxx

svn-gridflow at artengine.ca svn-gridflow at artengine.ca
Wed Aug 11 20:54:29 EDT 2010


Author: matju
Date: Wed Aug 11 20:54:28 2010
New Revision: 6035

Log:
shrink

Modified:
    trunk/src/opengl.cxx

Modified: trunk/src/opengl.cxx
==============================================================================
--- trunk/src/opengl.cxx (original)
+++ trunk/src/opengl.cxx Wed Aug 11 20:54:28 2010
@@ -692,7 +692,7 @@
 	;
 	get_parameter
 	.add(pixel_transfer)
-	//.add(capability)
+	.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)
@@ -700,27 +700,19 @@
 	.A(GL_ACCUM_CLEAR_VALUE,4)
 	.A(GL_ACTIVE_TEXTURE,1)
 	.A(GL_ALIASED_POINT_SIZE_RANGE,2).A(GL_ALIASED_LINE_WIDTH_RANGE,2)
-	.A(GL_ALPHA_BITS,1).A(GL_ALPHA_TEST,1).A(GL_ALPHA_TEST_REF,1)
+	.A(GL_ALPHA_BITS,1).A(GL_ALPHA_TEST_REF,1)
 	.A(GL_ARRAY_BUFFER_BINDING,1)
 	.A(GL_ATTRIB_STACK_DEPTH,1)
-	.A(GL_AUTO_NORMAL,1)
 	.A(GL_AUX_BUFFERS,1)
-	.A(GL_BLEND,1)
 	.A(GL_BLUE_BITS,1)
 	.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_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)
-	.A(GL_COLOR_MATERIAL,1).A(GL_COLOR_MATERIAL_FACE,1).A(GL_COLOR_MATERIAL_PARAMETER,1)
+	.A(GL_COLOR_MATERIAL_FACE,1).A(GL_COLOR_MATERIAL_PARAMETER,1)
 	.A(GL_COLOR_MATRIX,16)
 	.A(GL_COLOR_MATRIX_STACK_DEPTH,1)
-	.A(GL_COLOR_SUM,1).A(GL_COLOR_TABLE,1)
 	.A(GL_COLOR_WRITEMASK,4)
-	.A(GL_CONVOLUTION_1D,1).A(GL_CONVOLUTION_2D,1)
-	.A(GL_CULL_FACE,1)
 	.A(GL_CURRENT_COLOR,4)
 	.A(GL_CURRENT_FOG_COORD,1)
 	.A(GL_CURRENT_INDEX,1)
@@ -741,8 +733,7 @@
 	//.A(GL_COMPRESSED_TEXTURE_FORMATS,-1) // goes with .A(GL_NUM_COMPRESSED_TEXTURE_FORMATS,1) and GLenum
 	.A(GL_DEPTH_BITS,1)
 	//GL_DEPTH_FUNC,1e
-	.A(GL_DEPTH_RANGE,1).A(GL_DEPTH_TEST,1).A(GL_DEPTH_WRITEMASK,1)
-	.A(GL_DITHER,1)
+	.A(GL_DEPTH_RANGE,1).A(GL_DEPTH_WRITEMASK,1)
 	.A(GL_DOUBLEBUFFER,1)
 	.A(GL_DRAW_BUFFER,1)
 	//GL_DRAW_BUFFERi,1e
@@ -750,35 +741,24 @@
 	.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_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_INDEX,1).A(GL_FOG_MODE,1).A(GL_FOG_START,1)
 	.A(GL_FRONT_FACE,1)
 	.A(GL_GREEN_BITS,1)
-	.A(GL_HISTOGRAM,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)
-	.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_STIPPLE,1).A(GL_LINE_STIPPLE_PATTERN,1).A(GL_LINE_STIPPLE_REPEAT,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)
 	.A(GL_LOGIC_OP_MODE,1)
-	.A(GL_MAP1_COLOR_4,1)
-	.A(GL_MAP1_GRID_DOMAIN,2).A(GL_MAP1_GRID_SEGMENTS,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_GRID_DOMAIN,4).A(GL_MAP2_GRID_SEGMENTS,2).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_MAP1_GRID_DOMAIN,2).A(GL_MAP1_GRID_SEGMENTS,1)
+	.A(GL_MAP2_GRID_DOMAIN,4).A(GL_MAP2_GRID_SEGMENTS,2)
 	.A(GL_MATRIX_MODE,1)
 	.A(GL_MAX_3D_TEXTURE_SIZE,1)
 	.A(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH,1)
@@ -808,12 +788,10 @@
 	.A(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,1)
 	.A(GL_MAX_VERTEX_UNIFORM_COMPONENTS,1)
 	.A(GL_MAX_VIEWPORT_DIMS,2)
-	.A(GL_MINMAX,1)
 	.A(GL_MODELVIEW_MATRIX,16)
 	.A(GL_MODELVIEW_STACK_DEPTH,1)
 	.A(GL_NAME_STACK_DEPTH,1)
 	.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)
 	.A(GL_PACK_LSB_FIRST,1)
@@ -834,35 +812,23 @@
 	.A(GL_POINT_SIZE_MAX,1)
 	.A(GL_POINT_SIZE_MIN,1)
 	.A(GL_POINT_SIZE_RANGE,2)
-	.A(GL_POINT_SMOOTH,1)
-	.A(GL_POINT_SPRITE,1)
 	//.A(GL_POLYGON_MODE,2e)
 	.A(GL_POLYGON_OFFSET_FACTOR,1)
 	.A(GL_POLYGON_OFFSET_UNITS,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_PROJECTION_MATRIX,16)
 	.A(GL_PROJECTION_STACK_DEPTH,1)
 	//.A(GL_READ_BUFFER,1e)
 	.A(GL_RED_BITS,1)
 	//.A(GL_RENDER_MODE,1e)
-	.A(GL_RESCALE_NORMAL,1)
 	.A(GL_RGBA_MODE,1)
 	.A(GL_SAMPLE_BUFFERS,1)
 	.A(GL_SAMPLE_COVERAGE_VALUE,1)
 	.A(GL_SAMPLE_COVERAGE_INVERT,1)
 	.A(GL_SAMPLES,1)
 	.A(GL_SCISSOR_BOX,4)
-	.A(GL_SCISSOR_TEST,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)
@@ -876,22 +842,14 @@
 	//.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_BINDING_1D,1).A(GL_TEXTURE_BINDING_2D,1).A(GL_TEXTURE_BINDING_3D,1)
 	.A(GL_TEXTURE_BINDING_CUBE_MAP,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)
-	.A(GL_TEXTURE_GEN_R,1)
-	.A(GL_TEXTURE_GEN_S,1)
-	.A(GL_TEXTURE_GEN_T,1)
 	.A(GL_TEXTURE_MATRIX,16)
 	.A(GL_TEXTURE_STACK_DEPTH,1)
 	.A(GL_TRANSPOSE_COLOR_MATRIX,16)
@@ -907,8 +865,6 @@
 	.A(GL_UNPACK_SKIP_ROWS,1)
 	.A(GL_UNPACK_SWAP_BYTES,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)
 	.A(GL_ZOOM_X,1)
 	.A(GL_ZOOM_Y,1)



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