// But, it appears to be bugged.
glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
- glBufferData(GL_ARRAY_BUFFER, mLines.size() * sizeof(VertexLine), &mLines[0], GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(mLines.size() * sizeof(VertexLine)), &mLines[0], GL_STATIC_DRAW);
glVertexAttribPointer(mVertexLocation, 3, GL_FLOAT, GL_FALSE, 24, 0);
glEnableVertexAttribArray(mVertexLocation);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBufferId);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndices.size() * sizeof(uint16_t), &mIndices[0], GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(mIndices.size() * sizeof(uint16_t)), &mIndices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBufferId);
- glBufferData(GL_ARRAY_BUFFER, mVertices.size() * sizeof(Vertex), &mVertices[0], GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(mVertices.size() * sizeof(Vertex)), &mVertices[0], GL_STATIC_DRAW);
GLint stride = 52; // 4*(2 + 2 + 1 + 4 + 4) = 4*13=52
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, stride, 0);