// GL_EXT_texture_compression_s3tc
// patented, no way to decompress these
+#if defined(GL_COMPRESSED_RGB_S3TC_DXT1_EXT)
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
-
+#endif
+
+#if defined(GL_COMPRESSED_SRGB_S3TC_DXT1_EXT)
// GL_EXT_texture_sRGB
// patented, no way to decompress these
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
-
+#endif
+
+#if defined(GL_COMPRESSED_RGB_FXT1_3DFX)
// GL_TDFX_texture_compression_FXT1
// can decompress these in software but
// no code present in simgear.
case GL_COMPRESSED_RGB_FXT1_3DFX:
case GL_COMPRESSED_RGBA_FXT1_3DFX:
-
+#endif
+
// GL_EXT_texture_compression_rgtc
// can decompress these in software but
// no code present in simgear.