- glGetIntegerv(GL_MAX_SAMPLES, reinterpret_cast<int *>(&max_samples));
- glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<int *>(&uniform_buffer_alignment));
- glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, reinterpret_cast<int *>(&max_color_attachments));
+ if(ARB_vertex_shader)
+ {
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, reinterpret_cast<int *>(&max_vertex_attributes));
+ glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, reinterpret_cast<int *>(&max_texture_bindings));
+ }
+ if(EXT_framebuffer_object)
+ glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, reinterpret_cast<int *>(&max_color_attachments));
+ if(EXT_framebuffer_multisample)
+ glGetIntegerv(GL_MAX_SAMPLES, reinterpret_cast<int *>(&max_samples));
+ if(ARB_uniform_buffer_object)
+ {
+ glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, reinterpret_cast<int *>(&max_uniform_bindings));
+ glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<int *>(&uniform_buffer_alignment));
+ }
+ if(EXT_texture_filter_anisotropic)
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &max_anisotropy);