namespace Msp {
namespace GL {
-PFNGLBINDATTRIBLOCATIONARBPROC glBindAttribLocationARB=0;
-PFNGLGETACTIVEATTRIBARBPROC glGetActiveAttribARB=0;
-PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocationARB=0;
+PFNGLBINDATTRIBLOCATIONARBPROC glBindAttribLocationARB = 0;
+PFNGLGETACTIVEATTRIBARBPROC glGetActiveAttribARB = 0;
+PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocationARB = 0;
void init_arb_vertex_shader()
{
- glBindAttribLocationARB=reinterpret_cast<PFNGLBINDATTRIBLOCATIONARBPROC>(get_proc_address("glBindAttribLocationARB"));
- glGetActiveAttribARB=reinterpret_cast<PFNGLGETACTIVEATTRIBARBPROC>(get_proc_address("glGetActiveAttribARB"));
- glGetAttribLocationARB=reinterpret_cast<PFNGLGETATTRIBLOCATIONARBPROC>(get_proc_address("glGetAttribLocationARB"));
+ glBindAttribLocationARB = reinterpret_cast<PFNGLBINDATTRIBLOCATIONARBPROC>(get_proc_address("glBindAttribLocationARB"));
+ glGetActiveAttribARB = reinterpret_cast<PFNGLGETACTIVEATTRIBARBPROC>(get_proc_address("glGetActiveAttribARB"));
+ glGetAttribLocationARB = reinterpret_cast<PFNGLGETATTRIBLOCATIONARBPROC>(get_proc_address("glGetAttribLocationARB"));
}
} // namespace GL