From: Henri Verbeet Subject: Re: [PATCH] wined3d: Use NULL instead of casting 0. Message-Id: Date: Thu, 10 Jun 2021 15:56:05 +0200 In-Reply-To: References: On Thu, 10 Jun 2021 at 14:28, Francois Gouget wrote: > /* Read the same value twice. We know we have the result if map_ptr[0] == map_ptr[1]. */ > - GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, (void *)0)); > + GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, NULL)); > GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, (void *)sizeof(query->map_ptr[0]))); I don't feel too strongly about this, and I would certainly be fine with the change if e.g. Alexandre preferred it that way, but note that using NULL here slightly obfuscates the fact that we write the result to offset 0 in the currently bound buffer object. (I.e., "map_ptr[0]", compared to "map_ptr[1]" in the line following the changed one)