m_bSupportAnisotropicFiltering = IsExtensionSupported("GL_EXT_texture_filter_anisotropic");
#else
m_bSupportMultiTexture = true;
- m_bSupportFogCoord = false;
+ m_bSupportFogCoord = true;
m_bSupportAnisotropicFiltering = true;
#endif
// Compute maxAnisotropicFiltering