[1/6] wined3d: Buffer object ID's are supposed to be unsigned.
hverbeet at gmail.com
Mon Mar 9 10:06:05 CDT 2009
2009/3/9 Stefan Dösinger <stefan at codeweavers.com>:
> Am Montag, 9. März 2009 14:36:57 schrieb Henri Verbeet:
>> - int VBO; /* Vertex buffer object this data is in */
>> + unsigned int VBO; /* Vertex buffer object this data is in */
> Wouldn't the really correct type be GLuint?
Yes, but we can't use that in wined3d.idl. The real problem there is
that WineDirect3DStridedData and WineDirect3DVertexStridedData expose
wined3d internals in the public interface, but that's somewhat outside
the scope of this patch.
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