More work on uint -> unsigned int.
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@@ -91,7 +91,7 @@ void Texture2D::apply(State& state) const
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// get the contextID (user defined ID of 0 upwards) for the
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// current OpenGL context.
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const uint contextID = state.getContextID();
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const unsigned int contextID = state.getContextID();
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// get the globj for the current contextID.
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GLuint& handle = getTextureObject(contextID);
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@@ -162,7 +162,7 @@ void Texture2D::computeInternalFormat() const
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void Texture2D::copyTexImage2D(State& state, int x, int y, int width, int height )
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{
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const uint contextID = state.getContextID();
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const unsigned int contextID = state.getContextID();
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// get the globj for the current contextID.
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GLuint& handle = getTextureObject(contextID);
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@@ -212,7 +212,7 @@ void Texture2D::copyTexImage2D(State& state, int x, int y, int width, int height
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void Texture2D::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height )
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{
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const uint contextID = state.getContextID();
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const unsigned int contextID = state.getContextID();
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// get the globj for the current contextID.
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GLuint& handle = getTextureObject(contextID);
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