Ok we solved that problem lest move to the next one. I have this line of code
Glint status; to be used in this glGetShaderiv(shader, GL_COMPILE_STATUS, &status); Now my first thought was to do this statusAdress := NativeBoost allocate: NBOpenGLTypes GLint. but of course NBOpenGLTypes GLint is not really a message so that fails. My problem here is that allocate , allocates a specific amount of bytes and then returns the address. The problem is that there is no gurantee how many bytes a GLint is. Is there a method somewhere in NBOpengl that can return me that amount of bytes of a GLint in the platform that NBOpengl executes ? Remember I cant use here a constant number cause there is no guarantees that GLint will be the same size for every user of NBOpengl. This is really fun by the way learning so low level stuff :) -- View this message in context: http://forum.world.st/Understanding-NBOpenGL-tp4686514p4695790.html Sent from the Pharo Smalltalk Developers mailing list archive at Nabble.com.
