Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6673411
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 26, 20262026-05-26T03:37:27+00:00 2026-05-26T03:37:27+00:00

So, I am using OpenGL which typedefs unsigned integer -> GLuint . For some

  • 0

So, I am using OpenGL which typedefs unsigned integer -> GLuint.

For some reason it feels wrong to sprinkle my program with GLuint, instead of the more generic unsigned integer or uint32_t.

Any thoughts on negative/positive aspects of ignoring the typedefs?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-26T03:37:28+00:00Added an answer on May 26, 2026 at 3:37 am

    The typedefs are there to make your code more portable. If you ever wanted to move to a platform in which a GLuint may have a different underlying type (For whatever reason), it would be wise to use the typedef.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm currently developping an iPad app which is using OpenGL to draw some very
I am a beginner at using openGL. I have used a program which I
I am writing an android program in which I built a box using opengl
I have an OpenGL program in which I am doing some augmented reality work.
I'm using the GL class from JOGL, which basically contains all OpenGL functions. Now
I'm trying to make a vector drawing application using OpenGL which will allow the
I'm using OpenGL ES on Android to draw some shapes, so I have some
I'm currently using OpenGL on Android to draw set width lines, which work great
When we draw 300 sprites on the iPad using opengl 2.0 with glEnable(GL_BLEND) (which
I want to mix two (or more) 16bit audio streams using OpenGL and I

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.