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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#c10">Comment # 10</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:brianp@vmware.com" title="Brian Paul <brianp@vmware.com>"> <span class="fn">Brian Paul</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=66346#c9">comment #9</a>)
<span class="quote">> (In reply to <a href="show_bug.cgi?id=66346#c4">comment #4</a>)
> > We
> > assume *everywhere* that GLhandleARB == GLuint... to the point that
> > glGetActiveAttrib and glGetActiveAttribARB (and many, many others) are the
> > same function.
>
> (In reply to <a href="show_bug.cgi?id=66346#c5">comment #5</a>)
> > Looks like there's about 20 functions which would have be split into ARB
> > (GLhandleARB) and non-ARB (GLuint) flavors.
>
> 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.</span >
I've started a patch series to handle GLuint vs. GLhandleARB properly. I'll try
to wrap it up tomorrow.</pre>
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