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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - shader_query.cpp:49: error: invalid conversion from 'void*' to 'GLuint'"
href="https://bugs.freedesktop.org/show_bug.cgi?id=66346#c9">Comment # 9</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - shader_query.cpp:49: error: invalid conversion from 'void*' to 'GLuint'"
href="https://bugs.freedesktop.org/show_bug.cgi?id=66346">bug 66346</a>
from <span class="vcard"><a class="email" href="mailto:jfonseca@vmware.com" title="José Fonseca <jfonseca@vmware.com>"> <span class="fn">José Fonseca</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=66346#c4">comment #4</a>)
<span class="quote">> We
> assume *everywhere* that GLhandleARB == GLuint... to the point that
> glGetActiveAttrib and glGetActiveAttribARB (and many, many others) are the
> same function.</span >
(In reply to <a href="show_bug.cgi?id=66346#c5">comment #5</a>)
<span class="quote">> Looks like there's about 20 functions which would have be split into ARB
> (GLhandleARB) and non-ARB (GLuint) flavors.</span >
Er.. Yes, I glossed over the aliasing issue. So a proper fix is not as simple
as I painted earlier.
It would however fix the build -- and leave it no less no more broken than
before.</pre>
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