Initial revision
diff --git a/progs/demos/texobj.c b/progs/demos/texobj.c
new file mode 100644
index 0000000..673923c
--- /dev/null
+++ b/progs/demos/texobj.c
@@ -0,0 +1,289 @@
+/* $Id: texobj.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */
+
+/*
+ * Example of using the 1.1 texture object functions.
+ * Also, this demo utilizes Mesa's fast texture map path.
+ *
+ * Brian Paul   June 1996   This file is in the public domain.
+ */
+
+
+/*
+ * $Log: texobj.c,v $
+ * Revision 1.1  1999/08/19 00:55:40  jtg
+ * Initial revision
+ *
+ * Revision 3.1  1999/03/28 18:24:37  brianp
+ * minor clean-up
+ *
+ * Revision 3.0  1998/02/14 18:42:29  brianp
+ * initial rev
+ *
+ */
+
+
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+#include "GL/glut.h"
+
+static GLuint Window = 0;
+
+static GLuint TexObj[2];
+static GLfloat Angle = 0.0f;
+static GLboolean HaveTexObj = GL_FALSE;
+
+
+#if defined(GL_VERSION_1_1)
+#  define TEXTURE_OBJECT 1
+#elif defined(GL_EXT_texture_object)
+#  define TEXTURE_OBJECT 1
+#  define glBindTexture(A,B)     glBindTextureEXT(A,B)
+#  define glGenTextures(A,B)     glGenTexturesEXT(A,B)
+#  define glDeleteTextures(A,B)  glDeleteTexturesEXT(A,B)
+#endif
+
+
+
+
+static void draw( void )
+{
+   glDepthFunc(GL_EQUAL);
+   /*   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );*/
+   glClear( GL_COLOR_BUFFER_BIT );
+
+   glColor3f( 1.0, 1.0, 1.0 );
+
+   /* draw first polygon */
+   glPushMatrix();
+   glTranslatef( -1.0, 0.0, 0.0 );
+   glRotatef( Angle, 0.0, 0.0, 1.0 );
+   if (HaveTexObj) {
+#ifdef TEXTURE_OBJECT
+      glBindTexture( GL_TEXTURE_2D, TexObj[0] );
+#endif
+   }
+   else {
+      glCallList( TexObj[0] );
+   }
+   glBegin( GL_POLYGON );
+   glTexCoord2f( 0.0, 0.0 );   glVertex2f( -1.0, -1.0 );
+   glTexCoord2f( 1.0, 0.0 );   glVertex2f(  1.0, -1.0 );
+   glTexCoord2f( 1.0, 1.0 );   glVertex2f(  1.0,  1.0 );
+   glTexCoord2f( 0.0, 1.0 );   glVertex2f( -1.0,  1.0 );
+   glEnd();
+   glPopMatrix();
+
+   /* draw second polygon */
+   glPushMatrix();
+   glTranslatef( 1.0, 0.0, 0.0 );
+   glRotatef( Angle-90.0, 0.0, 1.0, 0.0 );
+   if (HaveTexObj) {
+#ifdef TEXTURE_OBJECT
+      glBindTexture( GL_TEXTURE_2D, TexObj[1] );
+#endif
+   }
+   else {
+      glCallList( TexObj[0] );
+   }
+   glBegin( GL_POLYGON );
+   glTexCoord2f( 0.0, 0.0 );   glVertex2f( -1.0, -1.0 );
+   glTexCoord2f( 1.0, 0.0 );   glVertex2f(  1.0, -1.0 );
+   glTexCoord2f( 1.0, 1.0 );   glVertex2f(  1.0,  1.0 );
+   glTexCoord2f( 0.0, 1.0 );   glVertex2f( -1.0,  1.0 );
+   glEnd();
+   glPopMatrix();
+
+   glutSwapBuffers();
+}
+
+
+
+static void idle( void )
+{
+   Angle += 2.0;
+   glutPostRedisplay();
+}
+
+
+
+/* change view Angle, exit upon ESC */
+static void key(unsigned char k, int x, int y)
+{
+   (void) x;
+   (void) y;
+   switch (k) {
+      case 27:
+#ifdef TEXTURE_OBJECT
+         glDeleteTextures( 2, TexObj );
+#endif
+         glutDestroyWindow(Window);
+         exit(0);
+   }
+}
+
+
+
+/* new window size or exposure */
+static void reshape( int width, int height )
+{
+   glViewport(0, 0, (GLint)width, (GLint)height);
+   glMatrixMode(GL_PROJECTION);
+   glLoadIdentity();
+   /*   glOrtho( -3.0, 3.0, -3.0, 3.0, -10.0, 10.0 );*/
+   glFrustum( -2.0, 2.0, -2.0, 2.0, 6.0, 20.0 );
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+   glTranslatef( 0.0, 0.0, -8.0 );
+}
+
+
+static void init( void )
+{
+   static int width=8, height=8;
+   static GLubyte tex1[] = {
+     0, 0, 0, 0, 0, 0, 0, 0,
+     0, 0, 0, 0, 1, 0, 0, 0,
+     0, 0, 0, 1, 1, 0, 0, 0,
+     0, 0, 0, 0, 1, 0, 0, 0,
+     0, 0, 0, 0, 1, 0, 0, 0,
+     0, 0, 0, 0, 1, 0, 0, 0,
+     0, 0, 0, 1, 1, 1, 0, 0,
+     0, 0, 0, 0, 0, 0, 0, 0 };
+
+   static GLubyte tex2[] = {
+     0, 0, 0, 0, 0, 0, 0, 0,
+     0, 0, 0, 2, 2, 0, 0, 0,
+     0, 0, 2, 0, 0, 2, 0, 0,
+     0, 0, 0, 0, 0, 2, 0, 0,
+     0, 0, 0, 0, 2, 0, 0, 0,
+     0, 0, 0, 2, 0, 0, 0, 0,
+     0, 0, 2, 2, 2, 2, 0, 0,
+     0, 0, 0, 0, 0, 0, 0, 0 };
+
+   GLubyte tex[64][3];
+   GLint i, j;
+
+
+   glDisable( GL_DITHER );
+
+   /* Setup texturing */
+   glEnable( GL_TEXTURE_2D );
+   glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
+   glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST );
+
+
+   /* generate texture object IDs */
+   if (HaveTexObj) {
+#ifdef TEXTURE_OBJECT
+      glGenTextures( 2, TexObj );
+#endif
+   }
+   else {
+      TexObj[0] = glGenLists(2);
+      TexObj[1] = TexObj[0]+1;
+   }
+
+   /* setup first texture object */
+   if (HaveTexObj) {
+#ifdef TEXTURE_OBJECT
+      glBindTexture( GL_TEXTURE_2D, TexObj[0] );
+#endif
+   }
+   else {
+      glNewList( TexObj[0], GL_COMPILE );
+   }
+   /* red on white */
+   for (i=0;i<height;i++) {
+      for (j=0;j<width;j++) {
+         int p = i*width+j;
+         if (tex1[(height-i-1)*width+j]) {
+            tex[p][0] = 255;   tex[p][1] = 0;     tex[p][2] = 0;
+         }
+         else {
+            tex[p][0] = 255;   tex[p][1] = 255;   tex[p][2] = 255;
+         }
+      }
+   }
+
+   glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0,
+                 GL_RGB, GL_UNSIGNED_BYTE, tex );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+   if (!HaveTexObj) {
+      glEndList();
+   }
+   /* end of texture object */
+
+   /* setup second texture object */
+   if (HaveTexObj) {
+#ifdef TEXTURE_OBJECT
+      glBindTexture( GL_TEXTURE_2D, TexObj[1] );
+#endif
+   }
+   else {
+      glNewList( TexObj[1], GL_COMPILE );
+   }
+   /* green on blue */
+   for (i=0;i<height;i++) {
+      for (j=0;j<width;j++) {
+         int p = i*width+j;
+         if (tex2[(height-i-1)*width+j]) {
+            tex[p][0] = 0;     tex[p][1] = 255;   tex[p][2] = 0;
+         }
+         else {
+            tex[p][0] = 0;     tex[p][1] = 0;     tex[p][2] = 255;
+         }
+      }
+   }
+   glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0,
+                 GL_RGB, GL_UNSIGNED_BYTE, tex );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+   if (!HaveTexObj) {
+      glEndList();
+   }
+   /* end texture object */
+
+}
+
+
+
+int main( int argc, char *argv[] )
+{
+   glutInitWindowPosition(0, 0);
+   glutInitWindowSize(300, 300);
+   glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+
+   Window = glutCreateWindow("Texture Objects");
+   if (!Window) {
+      exit(1);
+   }
+
+   /* check that renderer has the GL_EXT_texture_object extension
+    * or supports OpenGL 1.1
+    */
+#ifdef TEXTURE_OBJECT
+   {
+      char *exten = (char *) glGetString( GL_EXTENSIONS );
+      char *version = (char *) glGetString( GL_VERSION );
+      if (   strstr( exten, "GL_EXT_texture_object" )
+          || strncmp( version, "1.1", 3 )==0 ) {
+         HaveTexObj = GL_TRUE;
+      }
+   }
+#endif
+
+   init();
+
+   glutReshapeFunc( reshape );
+   glutKeyboardFunc( key );
+   glutIdleFunc( idle );
+   glutDisplayFunc( draw );
+   glutMainLoop();
+   return 0;
+}