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Added basic_shaders_only
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@ -688,8 +688,13 @@ reset() {
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if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) &&
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if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) &&
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cgGLIsProfileSupported(CG_PROFILE_ARBVP1)) {
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cgGLIsProfileSupported(CG_PROFILE_ARBVP1)) {
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_supports_basic_shaders = true;
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_supports_basic_shaders = true;
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_shader_caps._active_vprofile = (int)cgGLGetLatestProfile(CG_GL_VERTEX);
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if (basic_shaders_only) {
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_shader_caps._active_fprofile = (int)cgGLGetLatestProfile(CG_GL_FRAGMENT);
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_shader_caps._active_vprofile = (int)CG_PROFILE_ARBVP1;
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_shader_caps._active_fprofile = (int)CG_PROFILE_ARBFP1;
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} else {
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_shader_caps._active_vprofile = (int)cgGLGetLatestProfile(CG_GL_VERTEX);
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_shader_caps._active_fprofile = (int)cgGLGetLatestProfile(CG_GL_FRAGMENT);
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}
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_shader_caps._ultimate_vprofile = (int)CG_PROFILE_VP40;
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_shader_caps._ultimate_vprofile = (int)CG_PROFILE_VP40;
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_shader_caps._ultimate_fprofile = (int)CG_PROFILE_FP40;
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_shader_caps._ultimate_fprofile = (int)CG_PROFILE_FP40;
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_glBindProgram = (PFNGLBINDPROGRAMARBPROC)
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_glBindProgram = (PFNGLBINDPROGRAMARBPROC)
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