Backends/Rendering/OpenGL3: Use != NULL instead of implicit conversion to bool

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2020-04-12 00:59:02 +02:00
parent 4d10c2cc21
commit 65e7164c42

View file

@ -330,7 +330,7 @@ static VertexBufferSlot* GetVertexBufferSlot(unsigned int slots_needed)
local_vertex_buffer_size <<= 1; local_vertex_buffer_size <<= 1;
VertexBufferSlot *reallocResult = (VertexBufferSlot *)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot)); VertexBufferSlot *reallocResult = (VertexBufferSlot *)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
if (reallocResult) if (reallocResult != NULL)
{ {
local_vertex_buffer = reallocResult; local_vertex_buffer = reallocResult;
} }