This is how John B. and I handled these. Note, with some of these declares,
I believe you can substitute integer and memoryblock. I also believe that's
one area where our classes vary from Asher's.
>> void glSelectBuffer (GLsizei size, GLuint *buffer)
Sub glSelectBuffer(gl_size As Integer, gl_buffer_GLuint As Memoryblock)
>> void glCallLists (GLsizei n, GLenum type, const GLvoid *lists)
Sub glCallLists(gl_n As Integer, gl_type As Integer, gl_lists_GL As
Memoryblock)
>> void glDrawElements (GLenum mode, GLsizei count, GLenum type, const
>> GLvoid *indices)
Sub glDrawElements(gl_mode As Integer, gl_count As Integer, gl_type As
Integer, gl_indices_GL As Memoryblock)
>> void glDrawRangeElements (GLenum mode, GLuint start, GLuint end,
>> GLsizei count, GLenum type, const GLvoid *indices)
Sub glDrawRangeElements(gl_mode As Integer, gl_start As Integer, gl_end As
Integer, gl_count As Integer, gl_type As Integer, gl_indices_GL As
Memoryblock)
>> void glGenTextures (GLsizei n, GLuint *textures)
Sub glDrawElements(gl_mode As Integer, gl_count As Integer, gl_type As
Integer, gl_indices_GL As Memoryblock)
>> void glPrioritizeTextures (GLsizei n, const GLuint *textures, const
>> GLclampf *priorities)
Sub glPrioritizeTextures(gl_n As Integer, gl_textures_GLuint As Memoryblock,
gl_priorities_GLclampf As Memoryblock
>> void glDeleteTextures (GLsizei n, const GLuint *textures)
Sub glDeleteTextures(gl_n As Integer, gl_textures_GLuint As Memoryblock)
Good luck, and please don't cross post. :)
--
Thomas C.
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