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.