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<< /S /GoTo /D (appendix.A) >>
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<< /S /GoTo /D (section.A.3) >>
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<< /S /GoTo /D (section.A.4) >>
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<< /S /GoTo /D (appendix.B) >>
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<< /S /GoTo /D (appendix.C) >>
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<< /S /GoTo /D (section.C.8) >>
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<< /S /GoTo /D (section.C.9) >>
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<< /S /GoTo /D (section.C.10) >>
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<< /S /GoTo /D (appendix.D) >>
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<< /S /GoTo /D (section.D.2) >>
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<< /S /GoTo /D (section.D.4) >>
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<< /S /GoTo /D (subsection.D.9.4) >>
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(Pixel Pipeline Statistics)
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<< /S /GoTo /D (subsection.D.9.5) >>
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728 0 obj
(Constant Blend Color)
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<< /S /GoTo /D (subsection.D.9.6) >>
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(New Blending Equations)
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<< /S /GoTo /D (section.D.10) >>
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736 0 obj
(Acknowledgements)
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737 0 obj
<< /S /GoTo /D (appendix.E) >>
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(Version 1.2.1)
endobj
741 0 obj
<< /S /GoTo /D (appendix.F) >>
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(Version 1.3)
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<< /S /GoTo /D (section.F.1) >>
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(Compressed Textures)
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<< /S /GoTo /D (section.F.2) >>
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(Cube Map Textures)
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<< /S /GoTo /D (section.F.3) >>
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endobj
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<< /S /GoTo /D (section.F.4) >>
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<< /S /GoTo /D (section.F.5) >>
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(Texture Add Environment Mode)
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<< /S /GoTo /D (section.F.6) >>
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(Texture Combine Environment Mode)
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<< /S /GoTo /D (section.F.7) >>
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(Texture Dot3 Environment Mode)
endobj
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<< /S /GoTo /D (section.F.8) >>
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(Texture Border Clamp)
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<< /S /GoTo /D (section.F.9) >>
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(Transpose Matrix)
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<< /S /GoTo /D (section.F.10) >>
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784 0 obj
(Acknowledgements)
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<< /S /GoTo /D (appendix.G) >>
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(Version 1.4)
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789 0 obj
<< /S /GoTo /D (section.G.1) >>
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(Automatic Mipmap Generation)
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<< /S /GoTo /D (section.G.2) >>
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(Blend Squaring)
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<< /S /GoTo /D (section.G.3) >>
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(Changes to the Imaging Subset)
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<< /S /GoTo /D (section.G.4) >>
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(Depth Textures and Shadows)
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<< /S /GoTo /D (section.G.5) >>
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(Fog Coordinate)
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<< /S /GoTo /D (section.G.6) >>
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(Multiple Draw Arrays)
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<< /S /GoTo /D (section.G.7) >>
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(Point Parameters)
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<< /S /GoTo /D (section.G.8) >>
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(Secondary Color)
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<< /S /GoTo /D (section.G.9) >>
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<< /S /GoTo /D (section.G.10) >>
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(Stencil Wrap)
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<< /S /GoTo /D (section.G.11) >>
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<< /S /GoTo /D (section.G.12) >>
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(Texture LOD Bias)
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<< /S /GoTo /D (section.G.13) >>
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(Texture Mirrored Repeat)
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<< /S /GoTo /D (section.G.14) >>
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(Window Raster Position)
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<< /S /GoTo /D (section.G.15) >>
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848 0 obj
(Acknowledgements)
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<< /S /GoTo /D (appendix.H) >>
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(Version 1.5)
endobj
853 0 obj
<< /S /GoTo /D (section.H.1) >>
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(Buffer Objects)
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<< /S /GoTo /D (section.H.2) >>
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<< /S /GoTo /D (section.H.3) >>
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<< /S /GoTo /D (section.H.4) >>
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<< /S /GoTo /D (section.H.5) >>
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872 0 obj
(Acknowledgements)
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<< /S /GoTo /D (appendix.I) >>
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(Version 2.0)
endobj
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<< /S /GoTo /D (section.I.1) >>
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880 0 obj
(Programmable Shading)
endobj
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<< /S /GoTo /D (subsection.I.1.1) >>
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(Shader Objects)
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<< /S /GoTo /D (subsection.I.1.2) >>
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(Shader Programs)
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<< /S /GoTo /D (subsection.I.1.3) >>
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(OpenGL Shading Language)
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<< /S /GoTo /D (subsection.I.1.4) >>
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(Changes To Shader APIs)
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<< /S /GoTo /D (section.I.2) >>
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(Multiple Render Targets)
endobj
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<< /S /GoTo /D (section.I.3) >>
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(Non-Power-Of-Two Textures)
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<< /S /GoTo /D (section.I.4) >>
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(Point Sprites)
endobj
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<< /S /GoTo /D (section.I.5) >>
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(Separate Blend Equation)
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<< /S /GoTo /D (section.I.6) >>
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(Separate Stencil)
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<< /S /GoTo /D (section.I.7) >>
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(Other Changes)
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<< /S /GoTo /D (section.I.8) >>
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924 0 obj
(Acknowledgements)
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<< /S /GoTo /D (appendix.J) >>
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(Version 2.1)
endobj
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<< /S /GoTo /D (section.J.1) >>
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(OpenGL Shading Language)
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<< /S /GoTo /D (section.J.2) >>
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(Non-Square Matrices)
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<< /S /GoTo /D (section.J.3) >>
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(Pixel Buffer Objects)
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<< /S /GoTo /D (section.J.4) >>
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(sRGB Textures)
endobj
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<< /S /GoTo /D (section.J.5) >>
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(Other Changes)
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<< /S /GoTo /D (section.J.6) >>
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(Acknowledgements)
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<< /S /GoTo /D (appendix.K) >>
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(ARB Extensions)
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<< /S /GoTo /D (section.K.1) >>
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(Naming Conventions)
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<< /S /GoTo /D (section.K.2) >>
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(Promoting Extensions to Core Features)
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<< /S /GoTo /D (section.K.3) >>
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(Multitexture)
endobj
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<< /S /GoTo /D (section.K.4) >>
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(Transpose Matrix)
endobj
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<< /S /GoTo /D (section.K.5) >>
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(Multisample)
endobj
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<< /S /GoTo /D (section.K.6) >>
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(Texture Add Environment Mode)
endobj
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<< /S /GoTo /D (section.K.7) >>
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(Cube Map Textures)
endobj
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<< /S /GoTo /D (section.K.8) >>
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(Compressed Textures)
endobj
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<< /S /GoTo /D (section.K.9) >>
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(Texture Border Clamp)
endobj
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<< /S /GoTo /D (section.K.10) >>
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(Point Parameters)
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<< /S /GoTo /D (section.K.11) >>
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(Vertex Blend)
endobj
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<< /S /GoTo /D (section.K.12) >>
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(Matrix Palette)
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<< /S /GoTo /D (section.K.13) >>
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(Texture Combine Environment Mode)
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<< /S /GoTo /D (section.K.14) >>
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(Texture Crossbar Environment Mode)
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1013 0 obj
<< /S /GoTo /D (section.K.15) >>
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1016 0 obj
(Texture Dot3 Environment Mode)
endobj
1017 0 obj
<< /S /GoTo /D (section.K.16) >>
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1020 0 obj
(Texture Mirrored Repeat)
endobj
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<< /S /GoTo /D (section.K.17) >>
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(Depth Texture)
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1025 0 obj
<< /S /GoTo /D (section.K.18) >>
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1028 0 obj
(Shadow)
endobj
1029 0 obj
<< /S /GoTo /D (section.K.19) >>
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1032 0 obj
(Shadow Ambient)
endobj
1033 0 obj
<< /S /GoTo /D (section.K.20) >>
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1036 0 obj
(Window Raster Position)
endobj
1037 0 obj
<< /S /GoTo /D (section.K.21) >>
endobj
1040 0 obj
(Low-Level Vertex Programming)
endobj
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<< /S /GoTo /D (section.K.22) >>
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1044 0 obj
(Low-Level Fragment Programming)
endobj
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<< /S /GoTo /D (section.K.23) >>
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1048 0 obj
(Buffer Objects)
endobj
1049 0 obj
<< /S /GoTo /D (section.K.24) >>
endobj
1052 0 obj
(Occlusion Queries)
endobj
1053 0 obj
<< /S /GoTo /D (section.K.25) >>
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1056 0 obj
(Shader Objects)
endobj
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<< /S /GoTo /D (section.K.26) >>
endobj
1060 0 obj
(High-Level Vertex Programming)
endobj
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<< /S /GoTo /D (section.K.27) >>
endobj
1064 0 obj
(High-Level Fragment Programming)
endobj
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<< /S /GoTo /D (section.K.28) >>
endobj
1068 0 obj
(OpenGL Shading Language)
endobj
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<< /S /GoTo /D (section.K.29) >>
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(Non-Power-Of-Two Textures)
endobj
1073 0 obj
<< /S /GoTo /D (section.K.30) >>
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1076 0 obj
(Point Sprites)
endobj
1077 0 obj
<< /S /GoTo /D (section.K.31) >>
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1080 0 obj
(Fragment Program Shadow)
endobj
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<< /S /GoTo /D (section.K.32) >>
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1084 0 obj
(Multiple Render Targets)
endobj
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<< /S /GoTo /D (section.K.33) >>
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1088 0 obj
(Rectangular Textures)
endobj
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<< /S /GoTo /D (section.K.34) >>
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(Floating-Point Color Buffers)
endobj
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<< /S /GoTo /D (section.K.35) >>
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(Half-Precision Floating Point)
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<< /S /GoTo /D (section.K.36) >>
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(Floating-Point Textures)
endobj
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<< /S /GoTo /D (section.K.37) >>
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(Pixel Buffer Objects)
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<< /S /GoTo /D [1106 0 R /Fit ] >>
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1108 0 obj <<
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