More work on uint -> unsigned int.

This commit is contained in:
Robert Osfield
2003-02-14 20:27:23 +00:00
parent 44f88715ae
commit b4293fe93a
3 changed files with 10 additions and 10 deletions

View File

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