if (input->Type != GL_FLOAT) {
const GLuint sz = input->Size;
- GLfloat *fptr = get_space(ctx, count * sz * sizeof(GLfloat));
+ char *buf = get_space(ctx, count * sz * sizeof(GLfloat));
+ GLfloat *fptr = (GLfloat *)buf;
switch (input->Type) {
case GL_BYTE:
break;
}
- ptr = (const char *)fptr;
+ ptr = buf;
stride = sz * sizeof(GLfloat);
}
if (inputs[i]->BufferObj->Name) {
if (!inputs[i]->BufferObj->Pointer) {
bo[*nr_bo] = inputs[i]->BufferObj;
- *nr_bo++;
+ (*nr_bo)++;
ctx->Driver.MapBuffer(ctx,
GL_ARRAY_BUFFER,
GL_READ_ONLY_ARB,
if (ib->obj->Name && !ib->obj->Pointer) {
bo[*nr_bo] = ib->obj;
- *nr_bo++;
+ (*nr_bo)++;
ctx->Driver.MapBuffer(ctx,
GL_ELEMENT_ARRAY_BUFFER,
GL_READ_ONLY_ARB,