{
GLuint i;
-
obj->Name = name;
/* Vertex arrays */
struct gl_array_object *newObj = NULL;
ASSERT_OUTSIDE_BEGIN_END(ctx);
-
ASSERT(oldObj != NULL);
if ( oldObj->Name == id )
/**
- * Generate a set of unique array object IDs and store them in \c buffer.
+ * Generate a set of unique array object IDs and store them in \c arrays.
*
* \param n Number of IDs to generate.
- * \param buffer Array of \c n locations to store the IDs.
+ * \param arrays Array of \c n locations to store the IDs.
*/
void GLAPIENTRY
-_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *buffer)
+_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
{
GET_CURRENT_CONTEXT(ctx);
GLuint first;
return;
}
- if (!buffer) {
+ if (!arrays) {
return;
}
return;
}
_mesa_save_array_object(ctx, obj);
- buffer[i] = first + i;
+ arrays[i] = first + i;
}
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);