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Diffstat (limited to 'src/mesa/tnl/t_imm_fixup.c')
-rw-r--r--src/mesa/tnl/t_imm_fixup.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mesa/tnl/t_imm_fixup.c b/src/mesa/tnl/t_imm_fixup.c
index a11fec80b7f..7cfacd4c0dc 100644
--- a/src/mesa/tnl/t_imm_fixup.c
+++ b/src/mesa/tnl/t_imm_fixup.c
@@ -155,7 +155,7 @@ copy_from_current( GLcontext *ctx, struct immediate *IM,
for (attrib = 0, attribBit = 1; attrib < 16; attrib++, attribBit <<= 1) {
if (copyMask & attribBit) {
if (!IM->Attrib[attrib]) {
- IM->Attrib[attrib] = _mesa_malloc(IMM_SIZE * 4 * sizeof(GLfloat));
+ IM->Attrib[attrib] = (GLfloat (*)[4]) _mesa_malloc(IMM_SIZE * 4 * sizeof(GLfloat));
if (!IM->Attrib[attrib]) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "vertex processing3");
return;
@@ -229,7 +229,7 @@ _tnl_fixup_input( GLcontext *ctx, struct immediate *IM )
const GLuint attrBit = 1 << attr;
if (fixup & attrBit) {
if (!IM->Attrib[attr]) {
- IM->Attrib[attr] = _mesa_malloc(IMM_SIZE * 4 * sizeof(GLfloat));
+ IM->Attrib[attr] = (GLfloat (*)[4]) _mesa_malloc(IMM_SIZE * 4 * sizeof(GLfloat));
if (!IM->Attrib[attr]) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "vertex processing");
return;
@@ -409,7 +409,7 @@ _tnl_copy_immediate_vertices( GLcontext *ctx, struct immediate *next )
/* Allocate attribute arrays in the destination immediate struct */
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
if ((copy & (1 << attr)) && !next->Attrib[attr]) {
- next->Attrib[attr] = _mesa_malloc(IMM_SIZE * 4 * sizeof(GLfloat));
+ next->Attrib[attr] = (GLfloat (*)[4]) _mesa_malloc(IMM_SIZE * 4 * sizeof(GLfloat));
if (!next->Attrib[attr]) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "vertex processing");
return;
@@ -546,7 +546,7 @@ _tnl_fixup_compiled_cassette( GLcontext *ctx, struct immediate *IM )
const GLuint attrBit = 1 << attr;
if (fixup & attrBit) {
if (!IM->Attrib[attr]) {
- IM->Attrib[attr] = _mesa_malloc(IMM_SIZE * 4 * sizeof(GLfloat));
+ IM->Attrib[attr] = (GLfloat (*)[4]) _mesa_malloc(IMM_SIZE * 4 * sizeof(GLfloat));
if (!IM->Attrib[attr]) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "vertex processing");
}