I have 2 separate renderers, one for 1.1 and another for 2.2
I have a bunch of Items which hold image information and the texture handle generated by whichever renderer I am using.
Items are just dumb objects and I don't want to introduce any OpenGL specific functionality into them. The problem is, I need to store their texture handle somewhere. I would like to store it inside each Item, however a handle is of type GLuint.
If I use a GLuint it means including either the gl.h from ES1/ or from ES2/. Now they are both typedef'd as unsigned ints... is it OK to just use an unsigned int? It seems like bad practice... For example if OpenGL 3.0 came out and a GLuint was something completely different, Item would be broken.
Any ideas?
Thanks for reading.