wined3d: Dynamicly load GL_ARB_multitexture functions.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 7e53955..3e3bf80 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -194,39 +194,8 @@
(vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw);
-
-/* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
-#if defined(GL_VERSION_1_3)
-#define GLACTIVETEXTURE(textureNo) \
- glActiveTexture(GL_TEXTURE0 + textureNo); \
- checkGLcall("glActiveTexture");
-#define GLCLIENTACTIVETEXTURE(textureNo) \
- glClientActiveTexture(GL_TEXTURE0 + textureNo);
-#define GLMULTITEXCOORD1F(a,b) \
- glMultiTexCoord1f(GL_TEXTURE0 + a, b);
-#define GLMULTITEXCOORD2F(a,b,c) \
- glMultiTexCoord2f(GL_TEXTURE0 + a, b, c);
-#define GLMULTITEXCOORD3F(a,b,c,d) \
- glMultiTexCoord3f(GL_TEXTURE0 + a, b, c, d);
-#define GLMULTITEXCOORD4F(a,b,c,d,e) \
- glMultiTexCoord4f(GL_TEXTURE0 + a, b, c, d, e);
-#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP
-#else
-#define GLACTIVETEXTURE(textureNo) \
- glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
- checkGLcall("glActiveTextureARB");
-#define GLCLIENTACTIVETEXTURE(textureNo) \
- glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo);
-#define GLMULTITEXCOORD1F(a,b) \
- glMultiTexCoord1fARB(GL_TEXTURE0_ARB + a, b);
-#define GLMULTITEXCOORD2F(a,b,c) \
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB + a, b, c);
-#define GLMULTITEXCOORD3F(a,b,c,d) \
- glMultiTexCoord3fARB(GL_TEXTURE0_ARB + a, b, c, d);
-#define GLMULTITEXCOORD4F(a,b,c,d,e) \
- glMultiTexCoord4fARB(GL_TEXTURE0_ARB + a, b, c, d, e);
+
#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
-#endif
/* DirectX Device Limits */
/* --------------------- */