Backends/Rendering/OpenGL3: Use != NULL
instead of implicit conversion to bool
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
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1 changed files with 1 additions and 1 deletions
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@ -330,7 +330,7 @@ static VertexBufferSlot* GetVertexBufferSlot(unsigned int slots_needed)
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local_vertex_buffer_size <<= 1;
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local_vertex_buffer_size <<= 1;
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VertexBufferSlot *reallocResult = (VertexBufferSlot *)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
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VertexBufferSlot *reallocResult = (VertexBufferSlot *)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
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if (reallocResult)
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if (reallocResult != NULL)
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{
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{
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local_vertex_buffer = reallocResult;
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local_vertex_buffer = reallocResult;
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}
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}
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