GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
- GLboolean UsesEndPrimitive;
+ bool UsesEndPrimitive;
};
GLboolean UsesClipDistance;
GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
0 if not present. */
- GLboolean UsesEndPrimitive;
+ bool UsesEndPrimitive;
} Geom;
/** Vertex shader state */
prog->Geom.VerticesOut = 0;
prog->Geom.InputType = GL_TRIANGLES;
prog->Geom.OutputType = GL_TRIANGLE_STRIP;
- prog->Geom.UsesEndPrimitive = GL_FALSE;
+ prog->Geom.UsesEndPrimitive = false;
prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;