shithub: tinygl

Download patch

ref: 3b961717be648d0810bb364e3cacbd4be8f7ce0b
parent: 892f234fe310efceac0cf20aed5f4c80c92b5909
author: David <gek@katherine>
date: Sun Feb 14 16:04:32 EST 2021

Using GL types in code

--- a/src/api.c
+++ b/src/api.c
@@ -136,7 +136,7 @@
   glTexCoord4f(v[0],v[1],0,1);
 }
 
-void glEdgeFlag(int flag)
+void glEdgeFlag(GLint flag)
 {
   GLParam p[2];
 
@@ -148,7 +148,7 @@
 
 /* misc */
 
-void glShadeModel(int mode)
+void glShadeModel(GLint mode)
 {
   GLParam p[2];
 
@@ -160,7 +160,7 @@
   gl_add_op(p);
 }
 
-void glCullFace(int mode)
+void glCullFace(GLint mode)
 {
   GLParam p[2];
 
@@ -174,7 +174,7 @@
   gl_add_op(p);
 }
 
-void glFrontFace(int mode)
+void glFrontFace(GLint mode)
 {
   GLParam p[2];
 
@@ -188,7 +188,7 @@
   gl_add_op(p);
 }
 
-void glPolygonMode(int face,int mode)
+void glPolygonMode(GLint face,GLint mode)
 {
   GLParam p[3];
 
@@ -207,7 +207,7 @@
 
 /* glEnable / glDisable */
 
-void glEnable(int cap)
+void glEnable(GLint cap)
 {
   GLParam p[3];
 
@@ -218,7 +218,7 @@
   gl_add_op(p);
 }
 
-void glDisable(int cap)
+void glDisable(GLint cap)
 {
   GLParam p[3];
 
@@ -231,7 +231,7 @@
 
 /* glBegin / glEnd */
 
-void glBegin(int mode)
+void glBegin(GLint mode)
 {
   GLParam p[2];
 
@@ -252,7 +252,7 @@
 
 /* matrix */
 
-void glMatrixMode(int mode)
+void glMatrixMode(GLint mode)
 {
   GLParam p[2];
 
@@ -349,7 +349,7 @@
 }
 
 
-void glViewport(int x,int y,int width,int height)
+void glViewport(GLint x,GLint y,GLint width,GLint height)
 {
   GLParam p[5];
 
@@ -362,8 +362,8 @@
   gl_add_op(p);
 }
 
-void glFrustum(double left,double right,double bottom,double top,
-               double near,double farv)
+void glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,
+               GLdouble near,GLdouble farv)
 {
   GLParam p[7];
 
@@ -380,7 +380,7 @@
 
 /* lightening */
 
-void glMaterialfv(int mode,int type,GLfloat *v)
+void glMaterialfv(GLint mode,GLint type,GLfloat *v)
 {
   GLParam p[7];
   GLint i,n;
@@ -398,7 +398,7 @@
   gl_add_op(p);
 }
 
-void glMaterialf(int mode,int type,GLfloat v)
+void glMaterialf(GLint mode,GLint type,GLfloat v)
 {
   GLParam p[7];
   GLint i;
@@ -412,7 +412,7 @@
   gl_add_op(p);
 }
 
-void glColorMaterial(int mode,int type)
+void glColorMaterial(GLint mode,GLint type)
 {
   GLParam p[3];
 
@@ -423,7 +423,7 @@
   gl_add_op(p);
 }
 
-void glLightfv(int light,int type,GLfloat *v)
+void glLightfv(GLint light,GLint type,GLfloat *v)
 {
   GLParam p[7];
   GLint i;
@@ -438,7 +438,7 @@
 }
 
 
-void glLightf(int light,int type,GLfloat v)
+void glLightf(GLint light,GLint type,GLfloat v)
 {
   GLParam p[7];
   GLint i;
@@ -452,7 +452,7 @@
   gl_add_op(p);
 }
 
-void glLightModeli(int pname,int param)
+void glLightModeli(GLint pname,GLint param)
 {
   GLParam p[6];
 
@@ -467,7 +467,7 @@
   gl_add_op(p);
 }
 
-void glLightModelfv(int pname,GLfloat *param)
+void glLightModelfv(GLint pname,GLfloat *param)
 {
   GLParam p[6];
   GLint i;
@@ -481,7 +481,7 @@
 
 /* clear */
 
-void glClear(int mask)
+void glClear(GLint mask)
 {
   GLParam p[2];
 
@@ -504,7 +504,7 @@
   gl_add_op(p);
 }
 
-void glClearDepth(double depth)
+void glClearDepth(GLdouble depth)
 {
   GLParam p[2];
 
@@ -538,7 +538,7 @@
 }
 
 
-void glBindTexture(int target,int texture)
+void glBindTexture(GLint target,GLint texture)
 {
   GLParam p[3];
 
@@ -549,7 +549,7 @@
   gl_add_op(p);
 }
 
-void glTexEnvi(int target,int pname,int param)
+void glTexEnvi(GLint target,GLint pname,GLint param)
 {
   GLParam p[8];
   
@@ -565,7 +565,7 @@
   gl_add_op(p);
 }
 
-void glTexParameteri(int target,int pname,int param)
+void glTexParameteri(GLint target,GLint pname,GLint param)
 {
   GLParam p[8];
   
@@ -581,7 +581,7 @@
   gl_add_op(p);
 }
 
-void glPixelStorei(int pname,int param)
+void glPixelStorei(GLint pname,GLint param)
 {
   GLParam p[3];
 
@@ -659,7 +659,7 @@
   /* nothing to do */
 }
 
-void glHint(int target,int mode)
+void glHint(GLint target,GLint mode)
 {
   GLParam p[3];
 
@@ -672,7 +672,7 @@
 
 /* Non standard functions */
 
-void glDebug(int mode)
+void glDebug(GLint mode)
 {
   GLContext *c=gl_get_context();
   c->print_flag=mode;
--- a/src/clear.c
+++ b/src/clear.c
@@ -18,9 +18,9 @@
 {
   GLint mask=p[1].i;
   GLint z=0;
-  GLint r=(int)(c->clear_color.v[0]*65535);
-  GLint g=(int)(c->clear_color.v[1]*65535);
-  GLint b=(int)(c->clear_color.v[2]*65535);
+  GLint r=(GLint)(c->clear_color.v[0]*65535);
+  GLint g=(GLint)(c->clear_color.v[1]*65535);
+  GLint b=(GLint)(c->clear_color.v[2]*65535);
 
   /* TODO : correct value of Z */
 
--- a/src/clip.c
+++ b/src/clip.c
@@ -16,11 +16,11 @@
 
   /* coordinates */
   winv=1.0/v->pc.W;
-  v->zp.x= (int) ( v->pc.X * winv * c->viewport.scale.X 
+  v->zp.x= (GLint) ( v->pc.X * winv * c->viewport.scale.X 
                    + c->viewport.trans.X );
-  v->zp.y= (int) ( v->pc.Y * winv * c->viewport.scale.Y 
+  v->zp.y= (GLint) ( v->pc.Y * winv * c->viewport.scale.Y 
                    + c->viewport.trans.Y );
-  v->zp.z= (int) ( v->pc.Z * winv * c->viewport.scale.Z 
+  v->zp.z= (GLint) ( v->pc.Z * winv * c->viewport.scale.Z 
                    + c->viewport.trans.Z );
   /* color */
   //if (c->lighting_enabled) {
@@ -40,15 +40,15 @@
   /* texture */
 
   if (c->texture_2d_enabled) {
-    v->zp.s=(int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) 
+    v->zp.s=(GLint)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) 
                   + ZB_POINT_S_MIN);
-    v->zp.t=(int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN) 
+    v->zp.t=(GLint)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN) 
                   + ZB_POINT_T_MIN);
   }
 }
 
 
-static void gl_add_select1(GLContext *c,int z1,int z2,int z3)
+static void gl_add_select1(GLContext *c,GLint z1,GLint z2,GLint z3)
 {
   GLuint min,max;
   min=max=z1;
@@ -248,7 +248,7 @@
 }
 
 static void gl_draw_triangle_clip(GLContext *c,
-                                  GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit);
+                                  GLVertex *p0,GLVertex *p1,GLVertex *p2,GLint clip_bit);
 
 void gl_draw_triangle(GLContext *c,
                       GLVertex *p0,GLVertex *p1,GLVertex *p2)
@@ -302,7 +302,7 @@
 }
 
 static void gl_draw_triangle_clip(GLContext *c,
-                                  GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit)
+                                  GLVertex *p0,GLVertex *p1,GLVertex *p2,GLint clip_bit)
 {
   GLint co,c_and,co1,cc[3],edge_flag_tmp,clip_mask;
   GLVertex tmp1,tmp2,*q[3];
--- a/src/get.c
+++ b/src/get.c
@@ -1,6 +1,6 @@
 #include "zgl.h"
 
-void glGetIntegerv(int pname,int *params)
+void glGetIntegerv(GLint pname,GLint *params)
 {
   GLContext *c=gl_get_context();
 
@@ -32,7 +32,7 @@
   }
 }
 
-void glGetFloatv(int pname, GLfloat *v)
+void glGetFloatv(GLint pname, GLfloat *v)
 {
   GLint i;
   GLint mnr = 0; /* just a trick to return the correct matrix */
--- a/src/image_util.c
+++ b/src/image_util.c
@@ -5,7 +5,7 @@
  */
 
 void gl_convertRGB_to_5R6G5B(unsigned short *pixmap,GLubyte *rgb,
-                             GLint xsize,int ysize)
+                             GLint xsize,GLint ysize)
 {
   GLint i,n;
   GLubyte *p;
@@ -43,7 +43,7 @@
 #define INTERP_NORM_BITS  16
 #define INTERP_NORM       (1 << INTERP_NORM_BITS)
 
-static inline GLint GLinterpolate(int v00,int v01,int v10,int xf,int yf)
+static inline GLint GLinterpolate(GLint v00,GLint v01,GLint v10,GLint xf,GLint yf)
 {
   return v00+(((v01-v00)*xf + (v10-v00)*yf) >> INTERP_NORM_BITS);
 }
@@ -53,8 +53,8 @@
  * TODO: more accurate resampling 
  */
 
-void gl_resizeImage(GLubyte *dest,int xsize_dest,int ysize_dest,
-                    GLubyte *src,int xsize_src,int ysize_src)
+void gl_resizeImage(GLubyte *dest,GLint xsize_dest,GLint ysize_dest,
+                    GLubyte *src,GLint xsize_src,GLint ysize_src)
 {
   GLubyte *pix,*pix_src;
   GLfloat x1,y1,x1inc,y1inc;
@@ -70,10 +70,10 @@
   for(y=0;y<ysize_dest;y++) {
     x1=0;
     for(x=0;x<xsize_dest;x++) {
-      xi=(int) x1;
-      yi=(int) y1;
-      xf=(int) ((x1 - floor(x1)) * INTERP_NORM);
-      yf=(int) ((y1 - floor(y1)) * INTERP_NORM);
+      xi=(GLint) x1;
+      yi=(GLint) y1;
+      xf=(GLint) ((x1 - floor(x1)) * INTERP_NORM);
+      yf=(GLint) ((y1 - floor(y1)) * INTERP_NORM);
       
       if ((xf+yf) <= INTERP_NORM) {
 	for(j=0;j<3;j++) {
@@ -104,8 +104,8 @@
 
 /* resizing with no GLinterlating nor nearest pixel */
 
-void gl_resizeImageNoInterpolate(GLubyte *dest,int xsize_dest,int ysize_dest,
-                                 GLubyte *src,int xsize_src,int ysize_src)
+void gl_resizeImageNoInterpolate(GLubyte *dest,GLint xsize_dest,GLint ysize_dest,
+                                 GLubyte *src,GLint xsize_src,GLint ysize_src)
 {
   GLubyte *pix,*pix_src,*pix1;
   GLint x1,y1,x1inc,y1inc;
@@ -114,8 +114,8 @@
   pix=dest;
   pix_src=src;
   
-  x1inc=(int)((GLfloat) ((xsize_src)<<FRAC_BITS) / (GLfloat) (xsize_dest));
-  y1inc=(int)((GLfloat) ((ysize_src)<<FRAC_BITS) / (GLfloat) (ysize_dest));
+  x1inc=(GLint)((GLfloat) ((xsize_src)<<FRAC_BITS) / (GLfloat) (xsize_dest));
+  y1inc=(GLint)((GLfloat) ((ysize_src)<<FRAC_BITS) / (GLfloat) (ysize_dest));
 
   y1=0;
   for(y=0;y<ysize_dest;y++) {
--- a/src/init.c
+++ b/src/init.c
@@ -131,7 +131,7 @@
   c->current_shade_model=GL_SMOOTH;
   c->cull_face_enabled=0;
   c->zb->dostipple = 0;
-  for(int i = 0; i < 128; i++)
+  for(GLint i = 0; i < 128; i++)
   	c->zb->stipplepattern[i] = 0xFF;
   /* clear */
   c->clear_color.v[0]=0;
--- a/src/light.c
+++ b/src/light.c
@@ -165,10 +165,10 @@
       c->ambient_light_model.v[i] = p[2+i].f;
     break;
   case GL_LIGHT_MODEL_LOCAL_VIEWER:
-    c->local_light_model=(int)v[0];
+    c->local_light_model=(GLint)v[0];
     break;
   case GL_LIGHT_MODEL_TWO_SIDE:
-    c->light_model_two_side = (int)v[0];
+    c->light_model_two_side = (GLint)v[0];
     break;
   default:
     tgl_warning("glopLightModel: illegal pname: 0x%x\n", pname);
@@ -185,7 +185,7 @@
   else return a;
 }
 
-void gl_enable_disable_light(GLContext *c,int light,int v)
+void gl_enable_disable_light(GLContext *c,GLint light,GLint v)
 {
   GLLight *l=&c->lights[light];
   if (v && !l->enabled) {
@@ -203,7 +203,7 @@
 
 //FEATURES
 int zEnableSpecular = 1; //Enable specular lighting
-void glSetEnableSpecular(int s){
+void glSetEnableSpecular(GLint s){
 	zEnableSpecular = s;
 }
 /* non optimized lightening model */
@@ -314,7 +314,7 @@
 	        /* testing specular buffer code */
 	        /* dot_spec= pow(dot_spec,m->shininess);*/
 	        specbuf = specbuf_get_buffer(c, m->shininess_i, m->shininess);
-	        idx = (int)(dot_spec*SPECULAR_BUFFER_SIZE);
+	        idx = (GLint)(dot_spec*SPECULAR_BUFFER_SIZE);
 	        if (idx > SPECULAR_BUFFER_SIZE) idx = SPECULAR_BUFFER_SIZE;
 	        dot_spec = specbuf->buf[idx];
 	        lR+=dot_spec * l->specular.v[0] * m->specular.v[0];
--- a/src/list.c
+++ b/src/list.c
@@ -33,7 +33,7 @@
 }
 
 
-static void delete_list(GLContext *c,int list)
+static void delete_list(GLContext *c,GLint list)
 {
   GLParamBuffer *pb,*pb1;
   GLList *l;
@@ -61,7 +61,7 @@
 	delete_list(gl_get_context(), list);
 }
 
-static GLList *alloc_list(GLContext *c,int list)
+static GLList *alloc_list(GLContext *c,GLint list)
 {
   GLList *l;
   GLParamBuffer *ob;
@@ -195,7 +195,7 @@
 
 
 
-void glNewList(GLuint list,int mode)
+void glNewList(GLuint list,GLint mode)
 {
   GLList *l;
   GLContext *c=gl_get_context();
@@ -237,7 +237,7 @@
   return (l != NULL);
 }
 
-GLuint glGenLists(int range)
+GLuint glGenLists(GLint range)
 {
   GLContext *c=gl_get_context();
   GLint count,i,list;
--- a/src/memory.c
+++ b/src/memory.c
@@ -10,12 +10,12 @@
     free(p);
 }
 
-void *gl_malloc(int size)
+void *gl_malloc(GLint size)
 {
     return malloc(size);
 }
 
-void *gl_zalloc(int size)
+void *gl_zalloc(GLint size)
 {
     return calloc(1, size);
 }
--- a/src/misc.c
+++ b/src/misc.c
@@ -9,7 +9,7 @@
 	GLContext *c=gl_get_context();
 	ZBuffer *zb = c->zb;
 
-	for(int i = 0; i < TGL_POLYGON_STIPPLE_BYTES; i++)
+	for(GLint i = 0; i < TGL_POLYGON_STIPPLE_BYTES; i++)
 	{
 		zb->stipplepattern[i] = b[i];
 	}
--- a/src/quick.sh
+++ b/src/quick.sh
@@ -7,6 +7,6 @@
 #sed -i 's/float/GLfloat/g' *.c *.h
 #sed -i 's/char/GLbyte/g' *.c *.h
 #sed -i 's/unsigned GLbyte/GLubyte/g' *.c *.h
-#sed -i 's/ int/ GLint/g' *.c *.h
+sed -i 's/double/GLdouble/g' *.c *.h
 
 #gcc *.c -o executable.out -lglut -lGL -lm -lGLU
--- a/src/select.c
+++ b/src/select.c
@@ -1,6 +1,6 @@
 #include "zgl.h"
 
-int glRenderMode(int mode)
+int glRenderMode(GLint mode)
 {
   GLContext *c=gl_get_context();
   GLint result=0;
@@ -39,7 +39,7 @@
   return result;
 }
 
-void glSelectBuffer(int size,GLuint *buf)
+void glSelectBuffer(GLint size,GLuint *buf)
 {
   GLContext *c=gl_get_context();
 
--- a/src/texture.c
+++ b/src/texture.c
@@ -4,7 +4,7 @@
 
 #include "zgl.h"
 
-static GLTexture *find_texture(GLContext *c,int h)
+static GLTexture *find_texture(GLContext *c,GLint h)
 {
   GLTexture *t;
 
@@ -16,7 +16,7 @@
   return NULL;
 }
 
-void* glGetTexturePixmap(int text, GLint level, GLint* xsize, GLint* ysize){
+void* glGetTexturePixmap(GLint text, GLint level, GLint* xsize, GLint* ysize){
 	GLTexture* tex;
 	GLContext *c=gl_get_context();
 	assert(text >= 0 && level < MAX_TEXTURE_LEVELS);
@@ -27,7 +27,7 @@
 	return tex->images[level].pixmap;
 }
 
-static void free_texture(GLContext *c,int h)
+static void free_texture(GLContext *c,GLint h)
 {
   GLTexture *t,**ht;
   GLImage *im;
@@ -51,7 +51,7 @@
   gl_free(t);
 }
 
-GLTexture *alloc_texture(GLContext *c,int h)
+GLTexture *alloc_texture(GLContext *c,GLint h)
 {
   GLTexture *t,**ht;
   
@@ -78,7 +78,7 @@
   c->current_texture=find_texture(c,0);
 }
 
-void glGenTextures(int n, GLuint *textures)
+void glGenTextures(GLint n, GLuint *textures)
 {
   GLContext *c=gl_get_context();
   GLint max,i;
@@ -99,7 +99,7 @@
 }
 
 
-void glDeleteTextures(int n, const GLuint *textures)
+void glDeleteTextures(GLint n, const GLuint *textures)
 {
   GLContext *c=gl_get_context();
   GLint i;
--- a/src/vertex.c
+++ b/src/vertex.c
@@ -218,7 +218,7 @@
     /* quick fix to avoid crashes on large polygons */
     if (n >= c->vertex_max) {
 	GLVertex *newarray;
-	c->vertex_max <<= 1;	/* just double size */
+	c->vertex_max <<= 1;	/* just GLdouble size */
 	newarray = gl_malloc(sizeof(GLVertex) * c->vertex_max);
 	if (!newarray) {
 	    gl_fatal_error("unable to allocate GLVertex array.\n");
--- a/src/zbuffer.c
+++ b/src/zbuffer.c
@@ -10,7 +10,7 @@
 //#include "../include/GL/gl.h"
 #include "../include/zbuffer.h"
 
-ZBuffer *ZB_open(int xsize, GLint ysize, GLint mode,
+ZBuffer *ZB_open(GLint xsize, GLint ysize, GLint mode,
 		 GLint nb_colors,
 		 GLubyte *color_indexes,
 		 GLint *color_table,
@@ -149,7 +149,7 @@
     #endif
     for (y = 0; y < zb->ysize; y++) {
     #if TGL_FEATURE_NO_COPY_COLOR
-		for(int i = 0; i < zb->xsize; i++)
+		for(GLint i = 0; i < zb->xsize; i++)
 		{
 			if((*(q+i) & TGL_COLOR_MASK) != TGL_NO_COPY_COLOR)
 				*(((PIXEL*)p1) + i) = *(q+i);
@@ -503,7 +503,7 @@
 
 /* count must be a multiple of 4 and >= 4 */
 //Gek's note: Should never be used.
-void memset_RGB24(void *adr,int r, GLint v, GLint b,long count)
+void memset_RGB24(void *adr,GLint r, GLint v, GLint b,long count)
 {
     long i, n;
     register long v1,v2,v3,*pt=(long *)(adr);
--- a/src/zdither.c
+++ b/src/zdither.c
@@ -32,8 +32,8 @@
 
 /* we build the color table and the lookup table */
 
-void ZB_initDither(ZBuffer *zb,int nb_colors,
-		   GLubyte *color_indexes,int *color_table)
+void ZB_initDither(ZBuffer *zb,GLint nb_colors,
+		   GLubyte *color_indexes,GLint *color_table)
 {
   GLint c,r,g,b,i,index,r1,g1,b1;
 
@@ -45,7 +45,7 @@
   for(i=0;i<nb_colors;i++) color_table[i]=0;
 
   zb->nb_colors=nb_colors;
-  zb->ctable=gl_malloc(nb_colors * sizeof(int));
+  zb->ctable=gl_malloc(nb_colors * sizeof(GLint));
 
   for (r = 0; r < _R; r++) {
     for (g = 0; g < _G; g++) {
@@ -79,7 +79,7 @@
 }
 
 #if 0
-int ZDither_lookupColor(int r,int g,int b)
+int ZDither_lookupColor(GLint r,GLint g,GLint b)
 {
   GLubyte *ctable=zdither_color_table;
   return ctable[_MIX(_DITH0(_R, r), _DITH0(_G, g),_DITH0(_B, b))];
--- a/src/zgl.h
+++ b/src/zgl.h
@@ -272,7 +272,7 @@
   /* opaque structure for user's use */
   void *opaque;
   /* resize viewport function */
-  GLint (*gl_resize_viewport)(struct GLContext *c,int *xsize,int *ysize);
+  GLint (*gl_resize_viewport)(struct GLContext *c,GLint *xsize,GLint *ysize);
 
   /* depth test */
   GLint depth_test;
@@ -305,22 +305,22 @@
 
 /* light.c */
 void gl_add_select(GLContext *c,GLuint zmin,GLuint zmax);
-void gl_enable_disable_light(GLContext *c,int light,int v);
+void gl_enable_disable_light(GLContext *c,GLint light,GLint v);
 void gl_shade_vertex(GLContext *c,GLVertex *v);
 
 void glInitTextures(GLContext *c);
 void glEndTextures(GLContext *c);
-GLTexture *alloc_texture(GLContext *c,int h);
+GLTexture *alloc_texture(GLContext *c,GLint h);
 
 /* image_util.c */
 void gl_convertRGB_to_5R6G5B(unsigned short *pixmap,GLubyte *rgb,
-                             GLint xsize,int ysize);
+                             GLint xsize,GLint ysize);
 void gl_convertRGB_to_8A8R8G8B(GLuint *pixmap, GLubyte *rgb,
                                GLint xsize, GLint ysize);
-void gl_resizeImage(GLubyte *dest,int xsize_dest,int ysize_dest,
-                    GLubyte *src,int xsize_src,int ysize_src);
-void gl_resizeImageNoInterpolate(GLubyte *dest,int xsize_dest,int ysize_dest,
-                                 GLubyte *src,int xsize_src,int ysize_src);
+void gl_resizeImage(GLubyte *dest,GLint xsize_dest,GLint ysize_dest,
+                    GLubyte *src,GLint xsize_src,GLint ysize_src);
+void gl_resizeImageNoInterpolate(GLubyte *dest,GLint xsize_dest,GLint ysize_dest,
+                                 GLubyte *src,GLint xsize_src,GLint ysize_src);
 
 GLContext *gl_get_context(void);
 
--- a/src/zmath.c
+++ b/src/zmath.c
@@ -135,7 +135,7 @@
 /* Inversion of a general nxn matrix.
    Note : m is destroyed */
 
-int Matrix_Inv(GLfloat *r,GLfloat *m,int n)
+int Matrix_Inv(GLfloat *r,GLfloat *m,GLint n)
 {
 	 GLint i,j,k,l;
 	 GLfloat max,tmp,t;
@@ -203,7 +203,7 @@
   Matrix_Inv(&a->m[0][0],&tmp.m[0][0],4);
 }
 
-void gl_M4_Rotate(M4 *a,GLfloat t,int u)
+void gl_M4_Rotate(M4 *a,GLfloat t,GLint u)
 {
 	 GLfloat s,c;
 	 GLint v,w;
--- a/src/zmath.h
+++ b/src/zmath.h
@@ -42,13 +42,13 @@
 void gl_M4_Mul(M4 *c,M4 *a,M4 *b);
 void gl_M4_MulLeft(M4 *c,M4 *a);
 void gl_M4_Transpose(M4 *a,M4 *b);
-void gl_M4_Rotate(M4 *c,GLfloat t,int u);
+void gl_M4_Rotate(M4 *c,GLfloat t,GLint u);
 int  gl_V3_Norm(V3 *a);
 
 V3 gl_V3_New(GLfloat x,GLfloat y,GLfloat z);
 V4 gl_V4_New(GLfloat x,GLfloat y,GLfloat z,GLfloat w);
 
-int gl_Matrix_Inv(GLfloat *r,GLfloat *m,int n);
+int gl_Matrix_Inv(GLfloat *r,GLfloat *m,GLint n);
 
 #endif
 // __ZMATH__ 
--- a/src/ztext.c
+++ b/src/ztext.c
@@ -18,8 +18,8 @@
         for (y=0; y < 8; y++) {
             set = bitmap[x] & 1 << y;
 			if(set)
-				for(int i = 0; i < mult; i++)
-				for(int j = 0; j < mult; j++)
+				for(GLint i = 0; i < mult; i++)
+				for(GLint j = 0; j < mult; j++)
 				glPlotPixel(y*mult + i + _x, x*mult + j + _y, p);
         }
     }
@@ -26,7 +26,7 @@
 }
 
 
-void glPlotPixel(int x, GLint y, GLuint p){
+void glPlotPixel(GLint x, GLint y, GLuint p){
 //	int x = p[1].i;
 //	int y = p[2].i;
 //	GLuint p = p[3].ui;
@@ -48,7 +48,7 @@
 	int xoff = 0;
 	int yoff = 0;
 	int mult = textsize;
-	for(int i = 0; text[i] != '\0' && y+7 < h; i++){
+	for(GLint i = 0; text[i] != '\0' && y+7 < h; i++){
 		if(text[i] != '\n' && text[i] < 127 && xoff+x < w)
 		{
 			renderGLbyte(font8x8_basic[text[i]],x+xoff,y+yoff, p);
--- a/src/ztriangle.c
+++ b/src/ztriangle.c
@@ -288,10 +288,10 @@
       GLfloat ss,tt;\
       ss=(sz * zinv);\
       tt=(tz * zinv);\
-      s=(int) ss;\
-      t=(int) tt;\
-      dsdx= (int)( (dszdx - ss*fdzdx)*zinv );\
-      dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );\
+      s=(GLint) ss;\
+      t=(GLint) tt;\
+      dsdx= (GLint)( (dszdx - ss*fdzdx)*zinv );\
+      dtdx= (GLint)( (dtzdx - tt*fdzdx)*zinv );\
       fz+=fndzdx;\
       zinv=1.0 / fz;\
     }\
@@ -313,10 +313,10 @@
       GLfloat ss,tt;\
       ss=(sz * zinv);\
       tt=(tz * zinv);\
-      s=(int) ss;\
-      t=(int) tt;\
-      dsdx= (int)( (dszdx - ss*fdzdx)*zinv );\
-      dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );\
+      s=(GLint) ss;\
+      t=(GLint) tt;\
+      dsdx= (GLint)( (dszdx - ss*fdzdx)*zinv );\
+      dtdx= (GLint)( (dtzdx - tt*fdzdx)*zinv );\
     }\
   while (n>=0) {							   \
     PUT_PIXEL(0);/*the_x += PSZB;*/			   \
@@ -370,8 +370,8 @@
    zz=z >> ZB_POINT_Z_FRAC_BITS;		\
      if (ZCMP(zz,pz[_a],_a)) {				\
        zinv= 1.0 / (GLfloat) z; \
-       s= (int) (sz * zinv); \
-       t= (int) (tz * zinv); \
+       s= (GLint) (sz * zinv); \
+       t= (GLint) (tz * zinv); \
        pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];	\
        pz[_a]=zz;				\
     }						\
--- a/src/ztriangle.h
+++ b/src/ztriangle.h
@@ -73,25 +73,25 @@
 #ifdef INTERP_Z
   d1 = p1->z - p0->z;
   d2 = p2->z - p0->z;
-  dzdx = (int) (fdy2 * d1 - fdy1 * d2);
-  dzdy = (int) (fdx1 * d2 - fdx2 * d1);
+  dzdx = (GLint) (fdy2 * d1 - fdy1 * d2);
+  dzdy = (GLint) (fdx1 * d2 - fdx2 * d1);
 #endif
 
 #ifdef INTERP_RGB
   d1 = p1->r - p0->r;
   d2 = p2->r - p0->r;
-  drdx = (int) (fdy2 * d1 - fdy1 * d2);
-  drdy = (int) (fdx1 * d2 - fdx2 * d1);
+  drdx = (GLint) (fdy2 * d1 - fdy1 * d2);
+  drdy = (GLint) (fdx1 * d2 - fdx2 * d1);
 
   d1 = p1->g - p0->g;
   d2 = p2->g - p0->g;
-  dgdx = (int) (fdy2 * d1 - fdy1 * d2);
-  dgdy = (int) (fdx1 * d2 - fdx2 * d1);
+  dgdx = (GLint) (fdy2 * d1 - fdy1 * d2);
+  dgdy = (GLint) (fdx1 * d2 - fdx2 * d1);
 
   d1 = p1->b - p0->b;
   d2 = p2->b - p0->b;
-  dbdx = (int) (fdy2 * d1 - fdy1 * d2);
-  dbdy = (int) (fdx1 * d2 - fdx2 * d1);
+  dbdx = (GLint) (fdy2 * d1 - fdy1 * d2);
+  dbdy = (GLint) (fdx1 * d2 - fdx2 * d1);
 
 #endif
   
@@ -98,13 +98,13 @@
 #ifdef INTERP_ST
   d1 = p1->s - p0->s;
   d2 = p2->s - p0->s;
-  dsdx = (int) (fdy2 * d1 - fdy1 * d2);
-  dsdy = (int) (fdx1 * d2 - fdx2 * d1);
+  dsdx = (GLint) (fdy2 * d1 - fdy1 * d2);
+  dsdy = (GLint) (fdx1 * d2 - fdx2 * d1);
   
   d1 = p1->t - p0->t;
   d2 = p2->t - p0->t;
-  dtdx = (int) (fdy2 * d1 - fdy1 * d2);
-  dtdy = (int) (fdx1 * d2 - fdx2 * d1);
+  dtdx = (GLint) (fdy2 * d1 - fdy1 * d2);
+  dtdy = (GLint) (fdx1 * d2 - fdx2 * d1);
 #endif
 
 #ifdef INTERP_STZ