diff --git a/src/rlgl.h b/src/rlgl.h index ac6810dcc..4288bf8d3 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -825,17 +825,17 @@ typedef struct rlglData { } State; // Renderer state struct { bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) - bool instancing; // Instancing supported + bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) - bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture) + bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture) bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) - bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc) - bool texCompETC1; // ETC1 texture compression support - bool texCompETC2; // ETC2/EAC texture compression support - bool texCompPVRT; // PVR texture compression support - bool texCompASTC; // ASTC texture compression support - bool texMirrorClamp; // Clamp mirror wrap mode supported - bool texAnisoFilter; // Anisotropic texture filtering support + bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) + bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) + bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) + bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc) + bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) + bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) + bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f) int maxDepthBits; // Maximum bits for depth component