Use ALsizei/GLsizei to fix compile errors on mac / gcc 4.x.
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@@ -404,7 +404,7 @@ SND_WaveSlot* SND_OpenALDevice::LoadSample(const STR_String& name,
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ALenum al_error = alGetError();
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#ifdef OUDE_OPENAL
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unsigned int samplerate, numberofsamples; // openal_2.12
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ALsizei samplerate, numberofsamples; // openal_2.12
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#else
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int samplerate, numberofsamples; // openal_2.14+
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#endif
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@@ -92,8 +92,8 @@ bool BL_Shader::LinkProgram()
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{
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#ifdef GL_ARB_shader_objects
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int vertlen = 0, fraglen=0, proglen=0;
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int vertstatus=0, fragstatus=0, progstatus=0;
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GLint vertlen = 0, fraglen=0, proglen=0;
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GLint vertstatus=0, fragstatus=0, progstatus=0;
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unsigned int tmpVert=0, tmpFrag=0, tmpProg=0;
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int char_len=0;
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@@ -200,9 +200,11 @@ programError:
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void BL_Shader::PrintInfo(int len, unsigned int handle, int* num)
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{
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#ifdef GL_ARB_shader_objects
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GLsizei number;
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mLog = (char*)MEM_mallocN(sizeof(char)*len, "print_log");
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//MT_assert(mLog, "Failed to create memory");
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bgl::blGetInfoLogARB(handle, len, num, mLog);
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bgl::blGetInfoLogARB(handle, len, &number, mLog);
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*num = number;
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#endif//GL_ARB_shader_objects
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}
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@@ -400,7 +402,7 @@ KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()")
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PyErr_Format(PyExc_TypeError, "invalid shader object");
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return NULL;
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}
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int stat = 0;
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GLint stat = 0;
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bgl::blValidateProgramARB(mShader);
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bgl::blGetObjectParameterivARB(mShader, GL_OBJECT_VALIDATE_STATUS_ARB, &stat);
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return PyInt_FromLong(0);
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