}
/* Save state, draw, restore state */
- g_mutex_lock(opengl->sphere_lock);
+ g_mutex_lock(&opengl->sphere_lock);
if (!(object->skip & GRITS_SKIP_STATE)) {
glPushAttrib(GL_ALL_ATTRIB_BITS);
glMatrixMode(GL_PROJECTION); glPushMatrix();
glMatrixMode(GL_PROJECTION); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glPopMatrix();
}
- g_mutex_unlock(opengl->sphere_lock);
+ g_mutex_unlock(&opengl->sphere_lock);
}
/**