void select_buffer(vector<SelectRecord> &buf)
{
select_buf_int.resize(1024);
glSelectBuffer(select_buf_int.size(), &select_buf_int[0]);
void select_buffer(vector<SelectRecord> &buf)
{
select_buf_int.resize(1024);
glSelectBuffer(select_buf_int.size(), &select_buf_int[0]);
- uint n_names=buf[i++];
- record.min_depth=buf[i++];
- record.max_depth=buf[i++];
+ unsigned n_names = buf[i++];
+ record.min_depth = buf[i++];
+ record.max_depth = buf[i++];