fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows
fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current
speed up gr_opengl_flip() just a tad
inverted gamma slider fix that Sticks made to D3D
possible fix for ATI green screens
move opengl_check_for_errors() out of gropentnl so we can use it everywhere
fix logged OGL info from debug builds to be a little more readable
if an extension is found but required function is not then fail
try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for
some 2d matrix usage checks
fixes various problems and is past time to make the switch
try and keep up with how much VBO data is in memory too since that takes away from texture memory
add empty gr_opengl_draw_line_list() so that it's not a NULL pointer
make gr_opengl_draw_htl_sphere() just use GLU so we don't need yet another friggin API
some header cleaning
only one tmapper_internal for OGL, don't use more than two tex/pass now
seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing
interface when set 3d matrix stuff doesn't have corresponding end
add dump_frame stuff for OGL, mostly useless but allows trailer recording
fix VBO crash with multitexture using same uv coord data
little speedup of opengl_tcache_frame()
error message to make sure hardware supports the minimum texture size
move OpenGL version check out of the extention printout code
disable 2d_poof with OpenGL
OGL can take advantage of this if they want but it won't break
anything if they don't. also state block code has been implemented,
that's totaly internal to D3D no high level code is involved.