_iNumStencilBits = 0;
if (_bIsTexture)
- glDeleteTextures(1, &_iTextureID);
+ glDeleteTextures(1, (const GLuint*)&_iTextureID);
if (_bIsDepthTexture)
{
// [Redge]
if (!_bHasARBDepthTexture) delete[] _pPoorDepthTexture;
// [/Redge]
- glDeleteTextures(1, &_iDepthTextureID);
+ glDeleteTextures(1, (const GLuint*)&_iDepthTextureID);
}
#ifdef _WIN32
// Do same basic work as _Invalidate, but don't reset all our flags
if (_bIsTexture)
- glDeleteTextures(1, &_iTextureID);
+ glDeleteTextures(1, (const GLuint*)&_iTextureID);
if (_bIsDepthTexture)
- glDeleteTextures(1, &_iDepthTextureID);
+ glDeleteTextures(1, (const GLuint*)&_iDepthTextureID);
#ifdef _WIN32
if ( _hPBuffer )
{
if (_bIsTexture)
{
- glGenTextures(1, &_iTextureID);
+ glGenTextures(1, (GLuint*)&_iTextureID);
glBindTexture(_iTextureTarget, _iTextureID);
// Use clamp to edge as the default texture wrap mode for all tex
if (_bIsDepthTexture)
{
- glGenTextures(1, &_iDepthTextureID);
+ glGenTextures(1, (GLuint*)&_iDepthTextureID);
glBindTexture(_iTextureTarget, _iDepthTextureID);
// Use clamp to edge as the default texture wrap mode for all tex