#include once "FBTinyGL.bi" ' test of glGetString, glGetIntegerv, glGetFloatv screenres 640,480,16 var ctx = CreateRenderContext() glMatrixMode(GL_PROJECTION) gluPerspective(45.0, 640/480, 0.1, 100.0) glMatrixMode(GL_MODELVIEW) glTranslatef(0,0,-10) glScalef(1,1,10) print "glGetString()" print "------------------------------" print "GL_VENDOR " & *glGetString(GL_VENDOR) print "GL_RENDERER " & *glGetString(GL_RENDERER) print "GL_VERSION " & *glGetString(GL_VERSION) print print "glGetIntegerv()" print "------------------------------" dim as ulong i(3) glGetIntegerv(GL_VIEWPORT,@i(0)) print "GL_VIEWPORT " & i(0) & "," & i(1) & "," & i(2) & "," & i(3) glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH,@i(0)) print "GL_MAX_MODELVIEW_STACK_DEPTH " & i(0) glGetIntegerv(GL_MAX_PROJECTION_STACK_DEPTH,@i(0)) print "GL_MAX_PROJECTION_STACK_DEPTH " & i(0) glGetIntegerv(GL_MAX_TEXTURE_STACK_DEPTH,@i(0)) print "GL_MAX_TEXTURE_STACK_DEPTH " & i(0) glGetIntegerv(GL_MAX_TEXTURE_SIZE,@i(0)) print "GL_MAX_TEXTURE_SIZE " & i(0) print glGetIntegerv(GL_BLEND,@i(0)) print "GL_BLEND " & iif(i(0),"on","off") glGetIntegerv(GL_DEPTH_TEST,@i(0)) print "GL_DEPTH_TEST " & iif(i(0),"on","off") glGetIntegerv(GL_TEXTURE_2D,@i(0)) print "GL_TEXTURE_2D " & iif(i(0),"on","off") glGetIntegerv(GL_LIGHTING,@i(0)) print "GL_LIGHTING " & iif(i(0),"on","off") glGetIntegerv(GL_COLOR_MATERIAL,@i(0)) print "GL_COLOR_MATERIAL " & iif(i(0),"on","off") glGetIntegerv(GL_NORMALIZE,@i(0)) print "GL_NORMALIZE " & iif(i(0),"on","off") glGetIntegerv(GL_PERSPECTIVE_CORRECTION_HINT,@i(0)) print "GL_PERSPECTIVE_CORRECTION "; if(i(0)=GL_DONT_CARE) then print "GL_DONT_CARE" elseif(i(0)=GL_FASTEST) then print "GL_FASTEST" elseif (i(0)=GL_NICEST) then print "GL_NICEST" end if print print "glGetFloatv()" print "----------------" dim as single s(15) glGetFloatv(GL_LINE_WIDTH,@s(0)) print "GL_LINE_WIDTH " & s(0) glGetFloatv(GL_POINT_SIZE,@s(0)) print "GL_POINT_SIZE " & s(0) print glGetFloatv(GL_MODELVIEW_MATRIX,@s(0)) print "GL_MODELVIEW_MATRIX" print "---------------------" print " " & s(0) & "," & s(4) & "," & s( 8) & "," & s(12) print " " & s(1) & "," & s(5) & "," & s( 9) & "," & s(13) print " " & s(2) & "," & s(6) & "," & s(10) & "," & s(14) print " " & s(3) & "," & s(7) & "," & s(11) & "," & s(15) glGetFloatv(GL_PROJECTION_MATRIX,@s(0)) print "GL_PROJECTION_MATRIX" print "---------------------" print " " & s(0) & "," & s(4) & "," & s( 8) & "," & s(12) print " " & s(1) & "," & s(5) & "," & s( 9) & "," & s(13) print " " & s(2) & "," & s(6) & "," & s(10) & "," & s(14) print " " & s(3) & "," & s(7) & "," & s(11) & "," & s(15) glGetFloatv(GL_TEXTURE_MATRIX,@s(0)) print "GL_TEXTURE_MATRIX" print "---------------------" print " " & s(0) & "," & s(4) & "," & s( 8) & "," & s(12) print " " & s(1) & "," & s(5) & "," & s( 9) & "," & s(13) print " " & s(2) & "," & s(6) & "," & s(10) & "," & s(14) print " " & s(3) & "," & s(7) & "," & s(11) & "," & s(15) sleep