}
static int
-eng_gl_make_current(void *data, void *surface, void *context)
+eng_gl_make_current(void *data __UNUSED__, void *surface, void *context)
{
Render_Engine *re;
Render_Engine_GL_Surface *sfc;
Render_Engine_GL_Context *ctx;
- Render_Engine_GL_Resource *rsc;
int ret = 0;
re = (Render_Engine *)data;
}
static void *
-eng_gl_string_query(void *data, int name)
+eng_gl_string_query(void *data __UNUSED__, int name)
{
switch(name)
{
eng_image_animated_loop_type_get,
eng_image_animated_loop_count_get,
eng_image_animated_frame_duration_get,
- eng_image_animated_frame_set
+ eng_image_animated_frame_set,
+ NULL
/* FUTURE software generic calls go here */
};