GLTypes vs. Native Types

This is a discussion on GLTypes vs. Native Types within the Game Programming forums, part of the General Programming Boards category; Is there any reason to use say, a "GLfloat" vs. just a normal "float"? So far I've just been using ...

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    GLTypes vs. Native Types

    Is there any reason to use say, a "GLfloat" vs. just a normal "float"? So far I've just been using standard C/C++ types, but realized that there is probably a reason for OpenGL types. Which is best, when, and why?
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    OpenGL types are guarenteed to be a certain size, native types arn't.

    ex: a GLuint will be 4 bytes on every platform, but the size of an unsigned int could vary.

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    Thanks for the clarification.
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    Because OpenGL is cross-platform, they try to keep it that way by doing what Perspective said.

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