   What exactly is the difference between GLfloat and a regular float?
  Quick question here.  I''m working through the OpenGL tutorials at NeHe.  I''m encountering the types "GLfloat", "GLuint", "GLusint", etc.  I don''t understand what makes these types any different from "float", "unsigned int", "unsigned short int", etc.  Is there some difference I should know? 
  afaik, none   codekid88: "hail c++ , hail god!!!"MindEngine Developmenthttp://medev.sourceforge.net;  My guess is that if the OpenGL standard changes or something, and a float becomes 64 bits wide, because of the advances of hardware, then code using GLfloat will have largely been ported already, simply because GLfloat is defined as a double now, whereas code that uses a simple float will have more modification to do.Not that this is necessarily going to happen anytime soon, and even if it does, they may make a new type, but at least this gives them the ability to redefine GLfloat to 64bit if they want. ;  yep, GLfloat is:typedef float GLFloat;so there''s no difference.  as mentioned it''s there for portability to new var types.-me ;quote:Original post by Palidine  yep, GLfloat is:typedef float GLFloat;so there''s no difference.  as mentioned it''s there for portability to new var types.-me   As I have said many times when someone posts typedefs like this; that is true for your platform, but not necessarily all platform.GL-types are typedefed so they meet the precision requirements set by the specification. If, for example, a float on some system does not meet the requirement, GLfloat can''t be typedefed as float. The specification doesn''t require a fixed size or a specific bitlevel representation, it only requires a minimum precision.