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authorEric Anholt <eric@anholt.net>2010-05-21 09:32:38 -0700
committerEric Anholt <eric@anholt.net>2010-05-21 12:20:39 -0700
commit68fc4b415e322f6744299e39864fbc377c6eff74 (patch)
tree4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/util/glstate.c
parente4f4489e3fc0b36d72821b55794fb843b2b7fa5f (diff)
Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.
The remaining programs are ones I've had difficulty finding a build environment for to make the build system or are unit tests that should probably live next to their code instead. Hopefully people can bring over the build for remaining pieces they care about.
Diffstat (limited to 'progs/util/glstate.c')
-rw-r--r--progs/util/glstate.c502
1 files changed, 0 insertions, 502 deletions
diff --git a/progs/util/glstate.c b/progs/util/glstate.c
deleted file mode 100644
index 21d7e4552d..0000000000
--- a/progs/util/glstate.c
+++ /dev/null
@@ -1,502 +0,0 @@
-
-/*
- * Print GL state information (for debugging)
- * Copyright (C) 1998 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-
-/*
- * Revision 1.1 1999/08/19 00:55:42 jtg
- * Initial revision
- *
- * Revision 1.4 1999/06/19 01:36:43 brianp
- * more features added
- *
- * Revision 1.3 1999/02/24 05:16:20 brianp
- * added still more records to EnumTable
- *
- * Revision 1.2 1998/11/24 03:47:54 brianp
- * added more records to EnumTable
- *
- * Revision 1.1 1998/11/24 03:41:16 brianp
- * Initial revision
- *
- */
-
-
-
-#include <assert.h>
-#include <GL/gl.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include "glstate.h"
-
-
-#define FLOAT 1
-#define INT 2
-#define DOUBLE 3
-#define BOOLEAN 4
-#define ENUM 5
-#define VOID 6
-#define LAST_TOKEN ~0
-
-
-struct EnumRecord {
- GLenum enumerator; /* GLenum constant */
- const char *string; /* string name */
- int getType; /* INT, FLOAT, DOUBLE, BOOLEAN, ENUM, or VOID */
- int getCount; /* number of values returned by the glGet*v() call */
-};
-
-
-/* XXX Lots more records to add here! Help, anyone? */
-
-static struct EnumRecord EnumTable[] = {
- { GL_ACCUM_RED_BITS, "GL_ACCUM_RED_BITS", INT, 1 },
- { GL_ACCUM_GREEN_BITS, "GL_ACCUM_GREEN_BITS", INT, 1 },
- { GL_ACCUM_BLUE_BITS, "GL_ACCUM_BLUE_BITS", INT, 1 },
- { GL_ACCUM_ALPHA_BITS, "GL_ACCUM_ALPHA_BITS", INT, 1 },
- { GL_ACCUM_CLEAR_VALUE, "GL_ACCUM_CLEAR_VALUE", FLOAT, 4 },
- { GL_ALPHA_BIAS, "GL_ALPHA_BIAS", FLOAT, 1 },
- { GL_ALPHA_BITS, "GL_ALPHA_BITS", INT, 1 },
- { GL_ALPHA_SCALE, "GL_ALPHA_SCALE", FLOAT, 1 },
- { GL_ALPHA_TEST, "GL_ALPHA_TEST", BOOLEAN, 1 },
- { GL_ALPHA_TEST_FUNC, "GL_ALPHA_TEST_FUNC", ENUM, 1 },
- { GL_ALWAYS, "GL_ALWAYS", ENUM, 0 },
- { GL_ALPHA_TEST_REF, "GL_ALPHA_TEST_REF", FLOAT, 1 },
- { GL_ATTRIB_STACK_DEPTH, "GL_ATTRIB_STACK_DEPTH", INT, 1 },
- { GL_AUTO_NORMAL, "GL_AUTO_NORMAL", BOOLEAN, 1 },
- { GL_AUX_BUFFERS, "GL_AUX_BUFFERS", INT, 1 },
- { GL_BLEND, "GL_BLEND", BOOLEAN, 1 },
- { GL_BLEND_DST, "GL_BLEND_DST", ENUM, 1 },
- { GL_BLEND_SRC, "GL_BLEND_SRC", ENUM, 1 },
- { GL_BLUE_BIAS, "GL_BLUE_BIAS", FLOAT, 1 },
- { GL_BLUE_BITS, "GL_BLUE_BITS", INT, 1 },
- { GL_BLUE_SCALE, "GL_BLUE_SCALE", FLOAT, 1 },
-
- { GL_CLAMP_TO_EDGE, "GL_CLAMP_TO_EDGE", ENUM, 0 },
- { GL_CLEAR, "GL_CLEAR", ENUM, 0 },
- { GL_CLIENT_ATTRIB_STACK_DEPTH, "GL_CLIENT_ATTRIB_STACK_DEPTH", INT, 1 },
- { GL_CLIP_PLANE0, "GL_CLIP_PLANE0", BOOLEAN, 1 },
- { GL_CLIP_PLANE1, "GL_CLIP_PLANE1", BOOLEAN, 1 },
- { GL_CLIP_PLANE2, "GL_CLIP_PLANE2", BOOLEAN, 1 },
- { GL_CLIP_PLANE3, "GL_CLIP_PLANE3", BOOLEAN, 1 },
- { GL_CLIP_PLANE4, "GL_CLIP_PLANE4", BOOLEAN, 1 },
- { GL_CLIP_PLANE5, "GL_CLIP_PLANE5", BOOLEAN, 1 },
- { GL_COEFF, "GL_COEEF", ENUM, 0 },
- { GL_COLOR, "GL_COLOR", ENUM, 0 },
- { GL_COLOR_BUFFER_BIT, "GL_COLOR_BUFFER_BIT", ENUM, 0 },
- { GL_COLOR_CLEAR_VALUE, "GL_COLOR_CLEAR_VALUE", FLOAT, 4 },
- { GL_COLOR_INDEX, "GL_COLOR_INDEX", ENUM, 0 },
- { GL_COLOR_MATERIAL, "GL_COLOR_MATERIAL", BOOLEAN, 1 },
- { GL_COLOR_MATERIAL_FACE, "GL_COLOR_MATERIAL_FACE", ENUM, 1 },
- { GL_COLOR_MATERIAL_PARAMETER, "GL_COLOR_MATERIAL_PARAMETER", ENUM, 1 },
- { GL_COLOR_WRITEMASK, "GL_COLOR_WRITEMASK", BOOLEAN, 4 },
- { GL_COMPILE, "GL_COMPILE", ENUM, 0 },
- { GL_COMPILE_AND_EXECUTE, "GL_COMPILE_AND_EXECUTE", ENUM, 0 },
- { GL_COPY, "GL_COPY", ENUM, 0 },
- { GL_COPY_INVERTED, "GL_COPY_INVERTED", ENUM, 0 },
- { GL_COPY_PIXEL_TOKEN, "GL_COPY_PIXEL_TOKEN", ENUM, 0 },
- { GL_CULL_FACE, "GL_CULL_FACE", BOOLEAN, 1 },
- { GL_CULL_FACE_MODE, "GL_CULL_FACE_MODE", ENUM, 1 },
- { GL_CURRENT_BIT, "GL_CURRENT_BIT", ENUM, 0 },
- { GL_CURRENT_COLOR, "GL_CURRENT_COLOR", FLOAT, 4 },
- { GL_CURRENT_INDEX, "GL_CURRENT_INDEX", INT, 1 },
- { GL_CURRENT_NORMAL, "GL_CURRENT_NORMAL", FLOAT, 3 },
- { GL_CURRENT_RASTER_COLOR, "GL_CURRENT_RASTER_COLOR", FLOAT, 4 },
- { GL_CURRENT_RASTER_DISTANCE, "GL_CURRENT_RASTER_DISTANCE", FLOAT, 1 },
- { GL_CURRENT_RASTER_INDEX, "GL_CURRENT_RASTER_INDEX", INT, 1 },
- { GL_CURRENT_RASTER_POSITION, "GL_CURRENT_RASTER_POSITION", FLOAT, 4 },
- { GL_CURRENT_RASTER_TEXTURE_COORDS, "GL_CURRENT_RASTER_TEXTURE_COORDS", FLOAT, 4 },
- { GL_CURRENT_RASTER_POSITION_VALID, "GL_CURRENT_RASTER_POSITION_VALID", BOOLEAN, 1 },
- { GL_CURRENT_TEXTURE_COORDS, "GL_CURRENT_TEXTURE_COORDS", FLOAT, 4 },
- { GL_CW, "GL_CW", ENUM, 0 },
- { GL_CCW, "GL_CCW", ENUM, 0 },
-
- { GL_DECAL, "GL_DECAL", ENUM, 0 },
- { GL_DECR, "GL_DECR", ENUM, 0 },
- { GL_DEPTH, "GL_DEPTH", ENUM, 0 },
- { GL_DEPTH_BIAS, "GL_DEPTH_BIAS", FLOAT, 1 },
- { GL_DEPTH_BITS, "GL_DEPTH_BITS", INT, 1 },
- { GL_DEPTH_BUFFER_BIT, "GL_DEPTH_BUFFER_BIT", ENUM, 0 },
- { GL_DEPTH_CLEAR_VALUE, "GL_DEPTH_CLEAR_VALUE", FLOAT, 1 },
- { GL_DEPTH_COMPONENT, "GL_DEPTH_COMPONENT", ENUM, 0 },
- { GL_DEPTH_FUNC, "GL_DEPTH_FUNC", ENUM, 1 },
- { GL_DEPTH_RANGE, "GL_DEPTH_RANGE", FLOAT, 2 },
- { GL_DEPTH_SCALE, "GL_DEPTH_SCALE", FLOAT, 1 },
- { GL_DEPTH_TEST, "GL_DEPTH_TEST", ENUM, 1 },
- { GL_DEPTH_WRITEMASK, "GL_DEPTH_WRITEMASK", BOOLEAN, 1 },
- { GL_DIFFUSE, "GL_DIFFUSE", ENUM, 0 }, /*XXX*/
- { GL_DITHER, "GL_DITHER", BOOLEAN, 1 },
- { GL_DOMAIN, "GL_DOMAIN", ENUM, 0 },
- { GL_DONT_CARE, "GL_DONT_CARE", ENUM, 0 },
- { GL_DOUBLE, "GL_DOUBLE", ENUM, 0 },
- { GL_DOUBLEBUFFER, "GL_DOUBLEBUFFER", BOOLEAN, 1},
- { GL_DRAW_BUFFER, "GL_DRAW_BUFFER", ENUM, 1 },
- { GL_DRAW_PIXEL_TOKEN, "GL_DRAW_PIXEL_TOKEN", ENUM, 0 },
- { GL_DST_ALPHA, "GL_DST_ALPHA", ENUM, 0 },
- { GL_DST_COLOR, "GL_DST_COLOR", ENUM, 0 },
-
- { GL_EDGE_FLAG, "GL_EDGE_FLAG", BOOLEAN, 1 },
- /* XXX GL_EDGE_FLAG_ARRAY_* */
- { GL_EMISSION, "GL_EMISSION", ENUM, 0 }, /* XXX */
- { GL_ENABLE_BIT, "GL_ENABLE_BIT", ENUM, 0 },
- { GL_EQUAL, "GL_EQUAL", ENUM, 0 },
- { GL_EQUIV, "GL_EQUIV", ENUM, 0 },
- { GL_EVAL_BIT, "GL_EVAL_BIT", ENUM, 0 },
- { GL_EXP, "GL_EXP", ENUM, 0 },
- { GL_EXP2, "GL_EXP2", ENUM, 0 },
- { GL_EXTENSIONS, "GL_EXTENSIONS", ENUM, 0 },
- { GL_EYE_LINEAR, "GL_EYE_LINEAR", ENUM, 0 },
- { GL_EYE_PLANE, "GL_EYE_PLANE", ENUM, 0 },
-
- { GL_FALSE, "GL_FALSE", ENUM, 0 },
- { GL_FASTEST, "GL_FASTEST", ENUM, 0 },
- { GL_FEEDBACK, "GL_FEEDBACK", ENUM, 0 },
- { GL_FEEDBACK_BUFFER_POINTER, "GL_FEEDBACK_BUFFER_POINTER", VOID, 0 },
- { GL_FEEDBACK_BUFFER_SIZE, "GL_FEEDBACK_BUFFER_SIZE", INT, 1 },
- { GL_FEEDBACK_BUFFER_TYPE, "GL_FEEDBACK_BUFFER_TYPE", INT, 1 },
- { GL_FILL, "GL_FILL", ENUM, 0 },
- { GL_FLAT, "GL_FLAT", ENUM, 0 },
- { GL_FLOAT, "GL_FLOAT", ENUM, 0 },
- { GL_FOG, "GL_FOG", BOOLEAN, 1 },
- { GL_FOG_BIT, "GL_FOG_BIT", ENUM, 0 },
- { GL_FOG_COLOR, "GL_FOG_COLOR", FLOAT, 4 },
- { GL_FOG_DENSITY, "GL_FOG_DENSITY", FLOAT, 1 },
- { GL_FOG_END, "GL_FOG_END", FLOAT, 1 },
- { GL_FOG_HINT, "GL_FOG_HINT", ENUM, 1 },
- { GL_FOG_INDEX, "GL_FOG_INDEX", INT, 1 },
- { GL_FOG_MODE, "GL_FOG_MODE", ENUM, 1 },
- { GL_FOG_START, "GL_FOG_START", FLOAT, 1 },
- { GL_FRONT, "GL_FRONT", ENUM, 0 },
- { GL_FRONT_AND_BACK, "GL_FRONT_AND_BACK", ENUM, 0 },
- { GL_FRONT_FACE, "GL_FRONT_FACE", ENUM, 1 },
- { GL_FRONT_LEFT, "GL_FRONT_LEFT", ENUM, 0 },
- { GL_FRONT_RIGHT, "GL_FRONT_RIGHT", ENUM, 0 },
-
- { GL_GEQUAL, "GL_GEQUAL", ENUM, 0 },
- { GL_GREATER, "GL_GREATER", ENUM, 0 },
- { GL_GREEN, "GL_GREEN", ENUM, 0 },
- { GL_GREEN_BIAS, "GL_GREEN_BIAS", FLOAT, 1 },
- { GL_GREEN_BITS, "GL_GREEN_BITS", INT, 1 },
- { GL_GREEN_SCALE, "GL_GREEN_SCALE", FLOAT, 1 },
-
-
-
- { GL_LESS, "GL_LESS", ENUM, 0 },
- { GL_LEQUAL, "GL_LEQUAL", ENUM, 0 },
- { GL_LIGHTING, "GL_LIGHTING", BOOLEAN, 1 },
- { GL_LINE_SMOOTH, "GL_LINE_SMOOTH", BOOLEAN, 1 },
- { GL_LINE_STIPPLE, "GL_LINE_STIPPLE", BOOLEAN, 1 },
- { GL_LINE_STIPPLE_PATTERN, "GL_LINE_STIPPLE_PATTERN", INT, 1 },
- { GL_LINE_STIPPLE_REPEAT, "GL_LINE_STIPPLE_REPEAT", INT, 1 },
- { GL_LINE_WIDTH, "GL_LINE_WIDTH", FLOAT, 1 },
-
- { GL_MODELVIEW_MATRIX, "GL_MODELVIEW_MATRIX", DOUBLE, 16 },
-
- { GL_NEVER, "GL_NEVER", ENUM, 0 },
- { GL_NOTEQUAL, "GL_NOTEQUAL", ENUM, 0 },
-
- { GL_PROJECTION_MATRIX, "GL_PROJECTION_MATRIX", FLOAT, 16 },
-
- { GL_PACK_SWAP_BYTES, "GL_PACK_SWAP_BYTES", INT, 1 },
- { GL_PACK_LSB_FIRST, "GL_PACK_LSB_FIRST", INT, 1 },
- { GL_PACK_ROW_LENGTH, "GL_PACK_ROW_LENGTH", INT, 1 },
- { GL_PACK_SKIP_PIXELS, "GL_PACK_SKIP_PIXELS", INT, 1 },
- { GL_PACK_SKIP_ROWS, "GL_PACK_SKIP_ROWS", INT, 1 },
- { GL_PACK_ALIGNMENT, "GL_PACK_ALIGNMENT", INT, 1 },
-
- { GL_TRUE, "GL_TRUE", ENUM, 0 },
-
- { GL_UNPACK_SWAP_BYTES, "GL_UNPACK_SWAP_BYTES", INT, 1 },
- { GL_UNPACK_LSB_FIRST, "GL_UNPACK_LSB_FIRST", INT, 1 },
- { GL_UNPACK_ROW_LENGTH, "GL_UNPACK_ROW_LENGTH", INT, 1 },
- { GL_UNPACK_SKIP_PIXELS, "GL_UNPACK_SKIP_PIXELS", INT, 1 },
- { GL_UNPACK_SKIP_ROWS, "GL_UNPACK_SKIP_ROWS", INT, 1 },
- { GL_UNPACK_ALIGNMENT, "GL_UNPACK_ALIGNMENT", INT, 1 },
-
- { GL_VIEWPORT, "GL_VIEWPORT", INT, 4 },
-
-
- /*
- * Extensions
- */
-
-#if defined(GL_EXT_blend_minmax)
- { GL_BLEND_EQUATION_EXT, "GL_BLEND_EQUATION_EXT", ENUM, 1 },
-#endif
-#if defined(GL_EXT_blend_color)
- { GL_BLEND_COLOR_EXT, "GL_BLEND_COLOR_EXT", FLOAT, 4 },
-#endif
-#if defined(GL_EXT_point_parameters)
- { GL_DISTANCE_ATTENUATION_EXT, "GL_DISTANCE_ATTENUATION_EXT", FLOAT, 1 },
-#endif
-#if defined(GL_INGR_blend_func_separate)
- { GL_BLEND_SRC_RGB_INGR, "GL_BLEND_SRC_RGB_INGR", ENUM, 1 },
- { GL_BLEND_DST_RGB_INGR, "GL_BLEND_DST_RGB_INGR", ENUM, 1 },
- { GL_BLEND_SRC_ALPHA_INGR, "GL_BLEND_SRC_ALPHA_INGR", ENUM, 1 },
- { GL_BLEND_DST_ALPHA_INGR, "GL_BLEND_DST_ALPHA_INGR", ENUM, 1 },
-#endif
-
-
- { LAST_TOKEN, "", 0, 0 }
-};
-
-
-static const struct EnumRecord *FindRecord( GLenum var )
-{
- int i;
- for (i = 0; EnumTable[i].enumerator != LAST_TOKEN; i++) {
- if (EnumTable[i].enumerator == var) {
- return &EnumTable[i];
- }
- }
- return NULL;
-}
-
-
-
-/*
- * Return the string label for the given enum.
- */
-const char *GetEnumString( GLenum var )
-{
- const struct EnumRecord *rec = FindRecord(var);
- if (rec)
- return rec->string;
- else
- return NULL;
-}
-
-
-
-/*
- * Print current value of the given state variable.
- */
-void PrintState( int indent, GLenum var )
-{
- const struct EnumRecord *rec = FindRecord(var);
-
- while (indent-- > 0)
- putchar(' ');
-
- if (rec) {
- if (rec->getCount <= 0) {
- assert(rec->getType == ENUM);
- printf("%s is not a state variable\n", rec->string);
- }
- else {
- switch (rec->getType) {
- case INT:
- {
- GLint values[100];
- int i;
- glGetIntegerv(rec->enumerator, values);
- printf("%s = ", rec->string);
- for (i = 0; i < rec->getCount; i++)
- printf("%d ", values[i]);
- printf("\n");
- }
- break;
- case FLOAT:
- {
- GLfloat values[100];
- int i;
- glGetFloatv(rec->enumerator, values);
- printf("%s = ", rec->string);
- for (i = 0; i < rec->getCount; i++)
- printf("%f ", values[i]);
- printf("\n");
- }
- break;
- case DOUBLE:
- {
- GLdouble values[100];
- int i;
- glGetDoublev(rec->enumerator, values);
- printf("%s = ", rec->string);
- for (i = 0; i < rec->getCount; i++)
- printf("%f ", (float) values[i]);
- printf("\n");
- }
- break;
- case BOOLEAN:
- {
- GLboolean values[100];
- int i;
- glGetBooleanv(rec->enumerator, values);
- printf("%s = ", rec->string);
- for (i = 0; i < rec->getCount; i++)
- printf("%s ", values[i] ? "GL_TRUE" : "GL_FALSE");
- printf("\n");
- }
- break;
- case ENUM:
- {
- GLint values[100];
- int i;
- glGetIntegerv(rec->enumerator, values);
- printf("%s = ", rec->string);
- for (i = 0; i < rec->getCount; i++) {
- const char *str = GetEnumString((GLenum) values[i]);
- if (str)
- printf("%s ", str);
- else
- printf("??? ");
- }
- printf("\n");
- }
- break;
- case VOID:
- {
- GLvoid *values[100];
- int i;
- glGetPointerv(rec->enumerator, values);
- printf("%s = ", rec->string);
- for (i = 0; i < rec->getCount; i++) {
- printf("%p ", values[i]);
- }
- printf("\n");
- }
- break;
- default:
- printf("fatal error in PrintState()\n");
- abort();
- }
- }
- }
- else {
- printf("Unknown GLenum passed to PrintState()\n");
- }
-}
-
-
-
-/*
- * Print all glPixelStore-related state.
- * NOTE: Should write similar functions for lighting, texturing, etc.
- */
-void PrintPixelStoreState( void )
-{
- const GLenum enums[] = {
- GL_PACK_SWAP_BYTES,
- GL_PACK_LSB_FIRST,
- GL_PACK_ROW_LENGTH,
- GL_PACK_SKIP_PIXELS,
- GL_PACK_SKIP_ROWS,
- GL_PACK_ALIGNMENT,
- GL_UNPACK_SWAP_BYTES,
- GL_UNPACK_LSB_FIRST,
- GL_UNPACK_ROW_LENGTH,
- GL_UNPACK_SKIP_PIXELS,
- GL_UNPACK_SKIP_ROWS,
- GL_UNPACK_ALIGNMENT,
- 0
- };
- int i;
- printf("Pixel pack/unpack state:\n");
- for (i = 0; enums[i]; i++) {
- PrintState(3, enums[i]);
- }
-}
-
-
-
-
-/*
- * Print all state for the given attribute group.
- */
-void PrintAttribState( GLbitfield attrib )
-{
- static const GLenum depth_buffer_enums[] = {
- GL_DEPTH_FUNC,
- GL_DEPTH_CLEAR_VALUE,
- GL_DEPTH_TEST,
- GL_DEPTH_WRITEMASK,
- 0
- };
- static const GLenum fog_enums[] = {
- GL_FOG,
- GL_FOG_COLOR,
- GL_FOG_DENSITY,
- GL_FOG_START,
- GL_FOG_END,
- GL_FOG_INDEX,
- GL_FOG_MODE,
- 0
- };
- static const GLenum line_enums[] = {
- GL_LINE_SMOOTH,
- GL_LINE_STIPPLE,
- GL_LINE_STIPPLE_PATTERN,
- GL_LINE_STIPPLE_REPEAT,
- GL_LINE_WIDTH,
- 0
- };
-
- const GLenum *enumList = NULL;
-
- switch (attrib) {
- case GL_DEPTH_BUFFER_BIT:
- enumList = depth_buffer_enums;
- printf("GL_DEPTH_BUFFER_BIT state:\n");
- break;
- case GL_FOG_BIT:
- enumList = fog_enums;
- printf("GL_FOG_BIT state:\n");
- break;
- case GL_LINE_BIT:
- enumList = line_enums;
- printf("GL_LINE_BIT state:\n");
- break;
- default:
- printf("Bad value in PrintAttribState()\n");
- }
-
- if (enumList) {
- int i;
- for (i = 0; enumList[i]; i++)
- PrintState(3, enumList[i]);
- }
-}
-
-
-/*#define TEST*/
-#ifdef TEST
-
-#include <GL/glut.h>
-
-int main( int argc, char *argv[] )
-{
- glutInit( &argc, argv );
- glutInitWindowPosition(0, 0);
- glutInitWindowSize(400, 300);
- glutInitDisplayMode(GLUT_RGB);
- glutCreateWindow(argv[0]);
- PrintAttribState(GL_DEPTH_BUFFER_BIT);
- PrintAttribState(GL_FOG_BIT);
- PrintAttribState(GL_LINE_BIT);
- PrintState(0, GL_ALPHA_BITS);
- PrintState(0, GL_VIEWPORT);
- PrintState(0, GL_ALPHA_TEST_FUNC);
- PrintState(0, GL_MODELVIEW_MATRIX);
- PrintState(0, GL_ALWAYS);
- PrintPixelStoreState();
- return 0;
-}
-
-#endif