The latter is available in OpenGL ES 3 while the former is not.
We don't really care about the signedness either way, (we're fetching
a Boolean), so sticking consistently to the unsigned version provides
better portability with no downside.
counter_t *counter = current_context.counter_head;
while (counter) {
counter_t *counter = current_context.counter_head;
while (counter) {
- GLint available;
- GLuint elapsed;
+ GLuint available, elapsed;
- glGetQueryObjectiv (counter->id, GL_QUERY_RESULT_AVAILABLE,
- &available);
+ glGetQueryObjectuiv (counter->id, GL_QUERY_RESULT_AVAILABLE,
+ &available);