fix warnings (why aren't OpenGL handles a pointer type? yuck)

This commit is contained in:
Glenn Maynard
2005-02-11 04:06:52 +00:00
parent 775d18fe2d
commit fb36d944f9
+7 -7
View File
@@ -93,7 +93,7 @@ set<string> g_glExts;
const GLenum RageSpriteVertexFormat = GL_T2F_C4F_N3F_V3F; const GLenum RageSpriteVertexFormat = GL_T2F_C4F_N3F_V3F;
/* If we support texture matrix scaling, a handle to the vertex program: */ /* If we support texture matrix scaling, a handle to the vertex program: */
static GLhandleARB g_bTextureMatrixShader = NULL; static GLhandleARB g_bTextureMatrixShader = 0;
LowLevelWindow *wind; LowLevelWindow *wind;
@@ -379,7 +379,7 @@ GLhandleARB CompileShader( GLenum ShaderType, CString sBuffer )
if( !bCompileStatus ) if( !bCompileStatus )
{ {
LOG->Trace( "Compile failure: %s", GetInfoLog( VertexShader ).c_str() ); LOG->Trace( "Compile failure: %s", GetInfoLog( VertexShader ).c_str() );
return NULL; return 0;
} }
return VertexShader; return VertexShader;
@@ -409,7 +409,7 @@ void main( void ) \
void InitScalingScript() void InitScalingScript()
{ {
g_bTextureMatrixShader = NULL; g_bTextureMatrixShader = 0;
if( !GLExt.m_bGL_ARB_shader_objects || if( !GLExt.m_bGL_ARB_shader_objects ||
!GLExt.m_bGL_ARB_vertex_shader || !GLExt.m_bGL_ARB_vertex_shader ||
@@ -417,7 +417,7 @@ void InitScalingScript()
return; return;
GLhandleARB VertexShader = CompileShader( GL_VERTEX_SHADER_ARB, g_TextureMatrixScaleShader ); GLhandleARB VertexShader = CompileShader( GL_VERTEX_SHADER_ARB, g_TextureMatrixScaleShader );
if( VertexShader == NULL ) if( VertexShader == 0 )
return; return;
g_bTextureMatrixShader = GLExt.glCreateProgramObjectARB(); g_bTextureMatrixShader = GLExt.glCreateProgramObjectARB();
@@ -1193,7 +1193,7 @@ void RageCompiledGeometryHWOGL::Draw( int iMeshIndex ) const
glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_NORMAL_ARRAY);
} }
if( m_bNeedsTextureMatrixScale && g_bTextureMatrixShader != NULL ) if( m_bNeedsTextureMatrixScale && g_bTextureMatrixShader != 0 )
{ {
/* If we're using texture matrix scales, set up that buffer, too, and enable the /* If we're using texture matrix scales, set up that buffer, too, and enable the
* vertex shader. This shader doesn't support all OpenGL state, so only enable it * vertex shader. This shader doesn't support all OpenGL state, so only enable it
@@ -1224,10 +1224,10 @@ void RageCompiledGeometryHWOGL::Draw( int iMeshIndex ) const
BUFFER_OFFSET(meshInfo.iTriangleStart*sizeof(msTriangle)) ); BUFFER_OFFSET(meshInfo.iTriangleStart*sizeof(msTriangle)) );
AssertNoGLError(); AssertNoGLError();
if( m_bNeedsTextureMatrixScale && g_bTextureMatrixShader != NULL ) if( m_bNeedsTextureMatrixScale && g_bTextureMatrixShader != 0 )
{ {
GLExt.glDisableVertexAttribArrayARB( ATTRIB_TEXTURE_MATRIX_SCALE ); GLExt.glDisableVertexAttribArrayARB( ATTRIB_TEXTURE_MATRIX_SCALE );
GLExt.glUseProgramObjectARB( NULL ); GLExt.glUseProgramObjectARB( 0 );
} }
} }