AddExtensions = (GL_ARB_ES2_compatibility,
GL_ARB_color_buffer_float,
GL_ARB_copy_buffer,
GL_ARB_depth_clamp,
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AddExtensions = (GL_ARB_ES2_compatibility,
GL_ARB_color_buffer_float,
GL_ARB_copy_buffer,
GL_ARB_depth_clamp,
GL_ARB_explicit_attrib_location,
GL_ARB_imaging,
GL_ARB_occlusion_query2,
GL_ARB_provoking_vertex,
GL_ARB_robustness,
GL_ARB_sampler_objects,
GL_ARB_separate_shader_objects,
GL_ARB_shading_language_include,
GL_ARB_texture_rg,
GL_ARB_texture_swizzle,
GL_ARB_timer_query,
GL_ARB_vertex_array_bgra,
GL_ATI_texture_mirror_once,
GL_EXT_Cg_shader,
GL_EXT_depth_bounds_test,
GL_EXT_direct_state_access,
GL_EXT_pixel_buffer_object,
GL_EXT_provoking_vertex,
GL_EXT_separate_shader_objects,
GL_EXT_stencil_two_side,
GL_EXT_texture_compression_dxt1,
GL_EXT_texture_format_BGRA8888,
GL_EXT_texture_lod,
GL_EXT_timer_query,
GL_EXT_vertex_array_bgra,
GL_IBM_rasterpos_clip,
GL_IBM_texture_mirrored_repeat,
GL_NVX_conditional_render,
GL_NV_alpha_test,
GL_NV_blend_minmax,
GL_NV_complex_primitives,
GL_NV_copy_depth_to_color,
GL_NV_depth_clamp,
GL_NV_fbo_color_attachments,
GL_NV_fence,
GL_NV_float_buffer,
GL_NV_fog_distance,
GL_NV_fragdepth,
GL_NV_fragment_program,
GL_NV_fragment_program2,
GL_NV_fragment_program_option,
GL_NV_framebuffer_multisample_coverage,
GL_NV_half_float,
GL_NV_light_max_exponent,
GL_NV_multisample_filter_hint,
GL_NV_occlusion_query,
GL_NV_packed_depth_stencil,
GL_NV_pixel_data_range,
GL_NV_point_sprite,
GL_NV_primitive_restart,
GL_NV_register_combiners,
GL_NV_register_combiners2,
GL_NV_texture_barrier,
GL_NV_texture_compression_vtc,
GL_NV_texture_env_combine4,
GL_NV_texture_expand_normal,
GL_NV_texture_lod_clamp,
GL_NV_texture_rectangle,
GL_NV_texture_shader,
GL_NV_texture_shader2,
GL_NV_texture_shader3,
GL_NV_vertex_array_range,
GL_NV_vertex_array_range2,
GL_NV_vertex_program,
GL_NV_vertex_program1_1,
GL_NV_vertex_program2,
GL_NV_vertex_program2_option,
GL_NV_vertex_program3,
GL_OES_depth24,
GL_OES_depth32,
GL_OES_depth_texture,
GL_OES_element_index_uint,
GL_OES_fbo_render_mipmap,
GL_OES_get_program_binary,
GL_OES_mapbuffer,
GL_OES_packed_depth_stencil,
GL_OES_rgb8_rgba8,
GL_OES_standard_derivatives,
GL_OES_texture_3D,
GL_OES_texture_float,
GL_OES_texture_float_linear,
GL_OES_texture_half_float,
GL_OES_texture_half_float_linear,
GL_OES_texture_npot,
GL_OES_vertex_array_object,
GL_OES_vertex_half_float,
GL_S3_s3tc,
GL_SGIX_depth_texture,
GL_SGIX_shadow,
GL_SUN_slice_accum,
WGL_ARB_create_context_profile,
WGL_ARB_create_context_robustness,
WGL_NV_float_buffer,
WGL_NV_render_depth_texture,
WGL_NV_render_texture_rectangle);