text: //-----------------------------------------------------------------------------
  // gl.h
  //
  // Copyright (c) 2015 The Platinum Team
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to
  // deal in the Software without restriction, including without limitation the
  // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  // sell copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
  // DEALINGS IN THE SOFTWARE.
  //-----------------------------------------------------------------------------
  
  #pragma once
  
  #include <GLHelper/GLHelper.h>
  
  #ifdef _WIN32
  // bullshit
  #define _USE_MATH_DEFINES
  
  /// Check if anisotropic filtering is supported in Hardware
  #define tglHasAnisotropicFiltering() GLEW_EXT_texture_filter_anisotropic
  
  #elif __APPLE__
  
  /// Check if anisotropic filtering is supported in Hardware
  #define tglHasAnisotropicFiltering() gluCheckExtension((const GLubyte *)"GL_EXT_texture_filter_anisotropic", glGetString(GL_EXTENSIONS))
  
  #else
  #error "Need to implement opengl for unix"
  #endif
  
  #include <math.h>
  
  #define DEFAULT_SHADER_NAME     "DefaultShader"
  #define DEFAULT_SHADER_VERTEX   "platinum/data/shaders/interiorV.glsl"
  #define DEFAULT_SHADER_FRAGMENT "platinum/data/shaders/interiorF.glsl"
  
  #define DEFAULT_DIFFUSE_TEXTURE  "platinum/data/shaders/DefaultDiffuse.png"
  #define DEFAULT_NORMAL_TEXTURE   "platinum/data/shaders/DefaultNormal.png"
  #define DEFAULT_SPECULAR_TEXTURE "platinum/data/shaders/DefaultSpec.png"
  
  
  