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This page describes games from the viewpoint of the driver, i.e. what functionality they use. In particular, how they sumbit vertices and what extensions are used

GL_S3_s3tc GL_EXT_texture_env_add GL_ARB_multitexture GL_EXT_compiled_vertex_array

GL_S3_s3tc GL_EXT_texture_env_add GL_ARB_multitexture GL_EXT_compiled_vertex_array GL_NV_fog_distance GL_EXT_texture_filter_anisotropic GLX_SGI_swap_control GLX_SGI_video_sync

GL_ARB_multitexture GL_ARB_texture_env_combine GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_texture_env_add GL_ARB_texture_compression GL_EXT_texture_lod GL_1.4_texture_lod_bias GL_EXT_shared_texture_palette GL_EXT_texture3D GL_EXT_stencil_wrap GL_NV_register_combiners GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ATI_fragment_shader GL_ATI_text_fragment_shader GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_fragment_program GL_ARB_texture_non_power_of_two GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic


2013-03-24 13:16