If you want to back-port the fix, here it is:
CHECKGL(glVertexAttribPointer(shader_attribute_location, vtxelement.NumComponent, vtxelement.Type, GL_FALSE, vtxelement.stride_, (void*)&vtxelement.Offset));
Note the & added on the last line.
If you want to back-port the fix, here it is:
CHECKGL( glVertexAttribP ointer( shader_ attribute_ location,
vtxelement. NumComponent,
vtxelement. Type,
vtxelement. stride_ ,
(void* )&vtxelement. Offset) );
GL_FALSE,
Note the & added on the last line.