Updated MSVC build, now uses dynamic opengl loading
Include glu.h for Mac OS X, it is sometimes necessary
opengl hardware super-transparency support using GL_NV_register_combiners (d1x r1.38, r1.41, r1.6, r1.26, r1.7)
function prototypes
use GL_RGB for non-transparent textures, and fix fonts not having transparent flag set (wouldn't get paletted) (d1x r1.15, r1.37, r1.40, r1.25)
add ogl paletted texture support (d1x r1.36, r1.38, r1.5, r1.24)
add anisotropic texture filtering suport (d1x r1.33, r1.32, r1.23, r1.32)
utilize hardware multitexturing support if possible (requires GL_NV_texture_env_combine4 extension) (d1x r1.32, r1.30, r1.4, 1.22)
implement brightness/palette effects in OGL using SetGammaRamp, much faster than the hack that was being used. currently SDL only (though not too hard to add to WGL, not as easy as sdl) (d1x r1.31, r1.3, r1.13, r1.21)
fix briefing spinning robot display in OGL (d1x r1.28, r1.20, r1.2)
move ogl-internal stuff from ogl interface header to new file internal.h
get rid of silly ulongs
added proto for ogl_check_mode
added Visual C project for opengl, buncha macro fixes and stuff
use different defines for os x
increased OGL_TEXTURE_LIST_SIZE so the texture list doesn't get full
OSX OGL fixes
OS X stuff
opengl improvments (following d1x changes)
This commit was generated by cvs2svn to compensate for changes in r2, which included commits to RCS files with non-trunk default branches.