2015-01-05 21:18 GMT+01:00 Henri Verbeet hverbeet@gmail.com:
On 5 January 2015 at 21:01, Matteo Bruni matteo.mystral@gmail.com wrote:
previous approaches. Also, glShaderSource and glTexImage3D will additionally need a cast (for trivial reasons, but still...) so it's
This is on a bit of a tangent, but the GLuint vs. GLhandleARB difference may not be so trivial. I'm told that on MacOS X GLhandleARB is typedef'ed as "void *", as opposed to "unsigned int" everywhere else. Of course that wouldn't just be an issue for wined3d, but for opengl32 as well. Fortunately 64-bit isn't ever going to work on OS X anyway, I guess.
That's all true, but that's actually not the issue here. We already have
typedef unsigned int GLhandleARB;
hardcoded in include/wine/wgl.h so 64-bit GL on OS X has already been broken for a long time (on top of 64-bit Wine on OS X being non-existent, obviously).
Actually by going with this approach we avoid the GLhandleARB issue completely in wined3d if GL offers the core shader functions (which should be the case for any 2.0+ GL context).