1
0
Fork 0
mirror of https://github.com/gwm17/glfw.git synced 2024-11-23 02:38:52 -05:00

Fixed function pointer casting.

This commit is contained in:
Camilla Berglund 2012-06-11 14:13:05 +02:00
parent 31b06a0ae0
commit 0c49e9ec87

View File

@ -84,7 +84,7 @@ static PFNGLVERTEXATTRIBPOINTERPROC pglVertexAttribPointer = NULL;
#define RESOLVE_GL_FCN(type, var, name) \
if (status == GL_TRUE) \
{\
var = glfwGetProcAddress((name));\
var = (type) glfwGetProcAddress((name));\
if ((var) == NULL)\
{\
status = GL_FALSE;\
@ -95,31 +95,31 @@ static PFNGLVERTEXATTRIBPOINTERPROC pglVertexAttribPointer = NULL;
static GLboolean init_opengl(void)
{
GLboolean status = GL_TRUE;
RESOLVE_GL_FCN(PFN_glCreateShader, pglCreateShader, "glCreateShader");
RESOLVE_GL_FCN(PFN_glShaderSource, pglShaderSource, "glShaderSource");
RESOLVE_GL_FCN(PFN_glCompileShader, pglCompileShader, "glCompileShader");
RESOLVE_GL_FCN(PFN_glGetShaderiv, pglGetShaderiv, "glGetShaderiv");
RESOLVE_GL_FCN(PFN_glGetShaderInfoLog, pglGetShaderInfoLog, "glGetShaderInfoLog");
RESOLVE_GL_FCN(PFN_glDeleteShader, pglDeleteShader, "glDeleteShader");
RESOLVE_GL_FCN(PFN_glCreateProgram, pglCreateProgram, "glCreateProgram");
RESOLVE_GL_FCN(PFN_glAttachShader, pglAttachShader, "glAttachShader");
RESOLVE_GL_FCN(PFN_glLinkProgram, pglLinkProgram, "glLinkProgram");
RESOLVE_GL_FCN(PFN_glUseProgram, pglUseProgram, "glUseProgram");
RESOLVE_GL_FCN(PFN_glGetProgramiv, pglGetProgramiv, "glGetProgramiv");
RESOLVE_GL_FCN(PFN_glGetProgramInfoLog, pglGetProgramInfoLog, "glGetProgramInfoLog");
RESOLVE_GL_FCN(PFN_glDeleteProgram, pglDeleteProgram, "glDeleteProgram");
RESOLVE_GL_FCN(PFN_glGetUniformLocation, pglGetUniformLocation, "glGetUniformLocation");
RESOLVE_GL_FCN(PFN_glUniformMatrix4fv, pglUniformMatrix4fv, "glUniformMatrix4fv");
RESOLVE_GL_FCN(PFN_glGetAttribLocation, pglGetAttribLocation, "glGetAttribLocation");
RESOLVE_GL_FCN(PFN_glGenVertexArrays, pglGenVertexArrays, "glGenVertexArrays");
RESOLVE_GL_FCN(PFN_glDeleteVertexArrays, pglDeleteVertexArrays, "glDeleteVertexArrays");
RESOLVE_GL_FCN(PFN_glBindVertexArray, pglBindVertexArray, "glBindVertexArray");
RESOLVE_GL_FCN(PFN_glGenBuffers, pglGenBuffers, "glGenBuffers");
RESOLVE_GL_FCN(PFN_glBindBuffer, pglBindBuffer, "glBindBuffer");
RESOLVE_GL_FCN(PFN_glBufferData, pglBufferData, "glBufferData");
RESOLVE_GL_FCN(PFN_glBufferSubData, pglBufferSubData, "glBufferSubData");
RESOLVE_GL_FCN(PFN_glEnableVertexAttribArray, pglEnableVertexAttribArray, "glEnableVertexAttribArray");
RESOLVE_GL_FCN(PFN_glVertexAttribPointer, pglVertexAttribPointer, "glVertexAttribPointer");
RESOLVE_GL_FCN(PFNGLCREATESHADERPROC, pglCreateShader, "glCreateShader");
RESOLVE_GL_FCN(PFNGLSHADERSOURCEPROC, pglShaderSource, "glShaderSource");
RESOLVE_GL_FCN(PFNGLCOMPILESHADERPROC, pglCompileShader, "glCompileShader");
RESOLVE_GL_FCN(PFNGLGETSHADERIVPROC, pglGetShaderiv, "glGetShaderiv");
RESOLVE_GL_FCN(PFNGLGETSHADERINFOLOGPROC, pglGetShaderInfoLog, "glGetShaderInfoLog");
RESOLVE_GL_FCN(PFNGLDELETESHADERPROC, pglDeleteShader, "glDeleteShader");
RESOLVE_GL_FCN(PFNGLCREATEPROGRAMPROC, pglCreateProgram, "glCreateProgram");
RESOLVE_GL_FCN(PFNGLATTACHSHADERPROC, pglAttachShader, "glAttachShader");
RESOLVE_GL_FCN(PFNGLLINKPROGRAMPROC, pglLinkProgram, "glLinkProgram");
RESOLVE_GL_FCN(PFNGLUSEPROGRAMPROC, pglUseProgram, "glUseProgram");
RESOLVE_GL_FCN(PFNGLGETPROGRAMIVPROC, pglGetProgramiv, "glGetProgramiv");
RESOLVE_GL_FCN(PFNGLGETPROGRAMINFOLOGPROC, pglGetProgramInfoLog, "glGetProgramInfoLog");
RESOLVE_GL_FCN(PFNGLDELETEPROGRAMPROC, pglDeleteProgram, "glDeleteProgram");
RESOLVE_GL_FCN(PFNGLGETUNIFORMLOCATIONPROC, pglGetUniformLocation, "glGetUniformLocation");
RESOLVE_GL_FCN(PFNGLUNIFORMMATRIX4FVPROC, pglUniformMatrix4fv, "glUniformMatrix4fv");
RESOLVE_GL_FCN(PFNGLGETATTRIBLOCATIONPROC, pglGetAttribLocation, "glGetAttribLocation");
RESOLVE_GL_FCN(PFNGLGENVERTEXARRAYSPROC, pglGenVertexArrays, "glGenVertexArrays");
RESOLVE_GL_FCN(PFNGLDELETEVERTEXARRAYSPROC, pglDeleteVertexArrays, "glDeleteVertexArrays");
RESOLVE_GL_FCN(PFNGLBINDVERTEXARRAYPROC, pglBindVertexArray, "glBindVertexArray");
RESOLVE_GL_FCN(PFNGLGENBUFFERSPROC, pglGenBuffers, "glGenBuffers");
RESOLVE_GL_FCN(PFNGLBINDBUFFERPROC, pglBindBuffer, "glBindBuffer");
RESOLVE_GL_FCN(PFNGLBUFFERDATAPROC, pglBufferData, "glBufferData");
RESOLVE_GL_FCN(PFNGLBUFFERSUBDATAPROC, pglBufferSubData, "glBufferSubData");
RESOLVE_GL_FCN(PFNGLENABLEVERTEXATTRIBARRAYPROC, pglEnableVertexAttribArray, "glEnableVertexAttribArray");
RESOLVE_GL_FCN(PFNGLVERTEXATTRIBPOINTERPROC, pglVertexAttribPointer, "glVertexAttribPointer");
return status;
}
/**********************************************************************