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 :) 



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