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https://github.com/nim-lang/Nim.git
synced 2026-07-19 15:31:28 +00:00
Fixed other procedures that used PPGLChar.
They are now using cstringArray as glShaderSource since they are semantic compatible with it.
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@@ -5928,7 +5928,7 @@ proc glBindBufferRange*(target: GLenum, index: GLuint, buffer: GLuint,
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offset: GLintptr, size: GLsizeiptr){.stdcall, importc, ogl.}
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proc glBindBufferBase*(target: GLenum, index: GLuint, buffer: GLuint){.stdcall, importc, ogl.}
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proc glTransformFeedbackVaryings*(prog: GLuint, count: GLsizei,
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varyings: PPGLchar, bufferMode: GLenum){.
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varyings: cstringArray, bufferMode: GLenum){.
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stdcall, importc, ogl.}
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proc glGetTransformFeedbackVarying*(prog: GLuint, index: GLuint,
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bufSize: GLsizei, len: PGLsizei,
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@@ -6363,7 +6363,7 @@ proc glGetHandleARB*(pname: GlEnum): GLHandleARB{.stdcall, importc, ogl.}
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proc glDetachObjectARB*(container, attached: GLHandleARB){.stdcall, importc, ogl.}
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proc glCreateShaderObjectARB*(shaderType: glenum): GLHandleARB{.stdcall, importc, ogl.}
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proc glShaderSourceARB*(shaderObj: GLHandleARB, count: glsizei,
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string: PPGLCharARB, lengths: pglint){.stdcall, importc, ogl.}
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string: cstringArray, lengths: pglint){.stdcall, importc, ogl.}
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proc glCompileShaderARB*(shaderObj: GLHandleARB){.stdcall, importc, ogl.}
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proc glCreateProgramObjectARB*(): GLHandleARB{.stdcall, importc, ogl.}
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proc glAttachObjectARB*(programObj, shaderObj: GLhandleARB){.stdcall, importc, ogl.}
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@@ -6493,7 +6493,7 @@ proc glGenVertexArrays*(n: GLsizei, arrays: PGLuint){.stdcall, importc, ogl.}
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proc glIsVertexArray*(arr: GLuint): GLboolean{.stdcall, importc, ogl.}
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# GL_ARB_uniform_buffer_object
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proc glGetUniformIndices*(prog: GLuint, uniformCount: GLsizei,
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uniformNames: PPGLchar, uniformIndices: PGLuint){.
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uniformNames: cstringArray, uniformIndices: PGLuint){.
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stdcall, importc, ogl.}
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proc glGetActiveUniformsiv*(prog: GLuint, uniformCount: GLsizei,
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uniformIndices: PGLuint, pname: GLenum,
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@@ -6745,7 +6745,7 @@ proc glProgramParameteri*(prog: GLuint, pname: GLenum, value: GLint){.stdcall, i
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proc glUseProgramStages*(pipeline: GLuint, stages: GLbitfield, prog: GLuint){.
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stdcall, importc, ogl.}
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proc glActiveShaderProgram*(pipeline: GLuint, prog: GLuint){.stdcall, importc, ogl.}
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proc glCreateShaderProgramv*(typ: GLenum, count: GLsizei, strings: PPGLchar): GLuint{.
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proc glCreateShaderProgramv*(typ: GLenum, count: GLsizei, strings: cstringArray): GLuint{.
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stdcall, importc, ogl.}
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proc glBindProgramPipeline*(pipeline: GLuint){.stdcall, importc, ogl.}
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proc glDeleteProgramPipelines*(n: GLsizei, pipelines: PGLuint){.stdcall, importc, ogl.}
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