Axiom.RenderSystems.OpenGL.GLRenderSystem.InitGLEW C# (CSharp) Метод

InitGLEW() приватный Метод

private InitGLEW ( ) : void
Результат void
        private void InitGLEW()
        {
            this.GLEW_VERSION_1_2 = this._glSupport.CheckMinVersion("1.2");
            this.GL_VERSION_1_3 = this.GLEW_VERSION_1_3 = this._glSupport.CheckMinVersion("1.3");
            this.GLEW_VERSION_1_4 = this._glSupport.CheckMinVersion("1.4");
            this.GLEW_VERSION_1_5 = this._glSupport.CheckMinVersion("1.5");
            this.GLEW_VERSION_2_0 = this._glSupport.CheckMinVersion("2.0");
            this.GLEW_VERSION_3_3 = this._glSupport.CheckMinVersion("3.3");

            this.GLEW_EXT_blend_equation_separate = this._glSupport.CheckExtension("EXT_blend_equation_separate");
            this.GLEW_EXT_blend_minmax = this._glSupport.CheckExtension("EXT_blend_minmax");
            this.GLEW_ARB_imaging = this._glSupport.CheckExtension("ARB_imaging");
            this.GLEW_SGIS_generate_mipmap = this._glSupport.CheckExtension("SGIS_generate_mipmap");
            this.GLEW_ARB_texture_env_combine = this._glSupport.CheckExtension("ARB_texture_env_combine");
            this.GLEW_EXT_texture_env_combine = this._glSupport.CheckExtension("EXT_texture_env_combine");
            this.GLEW_ARB_multitexture = this._glSupport.CheckExtension("ARB_multitexture");
            this.GLEW_ARB_fragment_program = this._glSupport.CheckExtension("ARB_fragment_program");
            this.GLEW_EXT_texture_filter_anisotropic = this._glSupport.CheckExtension("EXT_texture_filter_anisotropic");
            this.GLEW_ARB_texture_env_dot3 = this._glSupport.CheckExtension("ARB_texture_env_dot3");
            this.GLEW_EXT_texture_env_dot3 = this._glSupport.CheckExtension("EXT_texture_env_dot3");
            this.GLEW_ARB_texture_cube_map = this._glSupport.CheckExtension("ARB_texture_cube_map");
            this.GLEW_EXT_texture_cube_map = this._glSupport.CheckExtension("EXT_texture_cube_map");
            this.GLEW_ARB_point_sprite = this._glSupport.CheckExtension("ARB_point_sprite");
            this.GLEW_ARB_point_parameters = this._glSupport.CheckExtension("ARB_point_parameters");
            this.GLEW_EXT_point_parameters = this._glSupport.CheckExtension("EXT_point_parameters");
            this.GLEW_ARB_vertex_buffer_object = this._glSupport.CheckExtension("ARB_vertex_buffer_object");
            this.GLEW_ARB_vertex_program = this._glSupport.CheckExtension("ARB_vertex_program");
            this.GLEW_NV_vertex_program2_option = this._glSupport.CheckExtension("NV_vertex_program2_option");
            this.GLEW_NV_vertex_program3 = this._glSupport.CheckExtension("NV_vertex_program3");
            this.GLEW_NV_vertex_program4 = this._glSupport.CheckExtension("NV_vertex_program4");
            this.GLEW_NV_register_combiners2 = this._glSupport.CheckExtension("NV_register_combiners2");
            this.GLEW_NV_texture_shader = this._glSupport.CheckExtension("NV_texture_shader");
            this.GLEW_ATI_fragment_shader = this._glSupport.CheckExtension("ATI_fragment_shader");
            this.GLEW_NV_fragment_program_option = this._glSupport.CheckExtension("NV_fragment_program_option");
            this.GLEW_NV_fragment_program2 = this._glSupport.CheckExtension("NV_fragment_program2");
            this.GLEW_ARB_shading_language_100 = this._glSupport.CheckExtension("ARB_shading_language_100");
            this.GLEW_ARB_shader_objects = this._glSupport.CheckExtension("ARB_shader_objects");
            this.GLEW_ARB_fragment_shader = this._glSupport.CheckExtension("ARB_fragment_shader");
            this.GLEW_ARB_vertex_shader = this._glSupport.CheckExtension("ARB_vertex_shader");
            this.GLEW_EXT_geometry_shader4 = this._glSupport.CheckExtension("EXT_geometry_shader4");
            this.GLEW_NV_transform_feedback = this._glSupport.CheckExtension("NV_transform_feedback");
            this.GLEW_ARB_texture_compression = this._glSupport.CheckExtension("ARB_texture_compression");
            this.GLEW_EXT_texture_compression_s3tc = this._glSupport.CheckExtension("EXT_texture_compression_s3tc");
            this.GLEW_NV_texture_compression_vtc = this._glSupport.CheckExtension("NV_texture_compression_vtc");
            this.GLEW_EXT_stencil_two_side = this._glSupport.CheckExtension("EXT_stencil_two_side");
            this.GLEW_EXT_stencil_wrap = this._glSupport.CheckExtension("EXT_stencil_wrap");
            this.GLEW_ARB_occlusion_query = this._glSupport.CheckExtension("ARB_occlusion_query");
            this.GLEW_NV_occlusion_query = this._glSupport.CheckExtension("NV_occlusion_query");
            this.GLEW_ARB_texture_non_power_of_two = this._glSupport.CheckExtension("ARB_texture_non_power_of_two");
            this.GLEW_ATI_texture_float = this._glSupport.CheckExtension("ATI_texture_float");
            this.GLEW_ARB_texture_float = this._glSupport.CheckExtension("ARB_texture_float");
            this.GLEW_EXT_framebuffer_object = this._glSupport.CheckExtension("EXT_framebuffer_object");
            this.GLEW_ARB_draw_buffers = this._glSupport.CheckExtension("ARB_draw_buffers");
            this.GLEW_ATI_draw_buffers = this._glSupport.CheckExtension("ATI_draw_buffers");
            this.GLEW_EXT_texture_lod_bias = this._glSupport.CheckExtension("EXT_texture_lod_bias");
            this.GLEW_EXT_secondary_color = this._glSupport.CheckExtension("EXT_secondary_color");
        }