While some bindings have been partially updated to use zig types such as slices, bool, and u8, all other types remain GL types. For example:
// The raw openGL binding:
extern fn glCompressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: *const anyopaque) void;
// The zig binding:
fn glCompressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, data: []const u8) void
In this example, only data has been updated to use zig types. The other parameters should use zig types such as u32, i32, etc. The same treatment should be given to the whole API.