Enclose error(GLint) and error(EGLint) into gl and egl namespaces.

This should generate a compile time error if we try to call the wrong function.

TRAC #22411

Signed-off-by: Geoff Lang
Signed-off-by: Shannon Woods
Author: Jamie Madill

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1856 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer.cpp b/src/libGLESv2/renderer/Renderer.cpp
index 029b2ea..92efd3e 100644
--- a/src/libGLESv2/renderer/Renderer.cpp
+++ b/src/libGLESv2/renderer/Renderer.cpp
@@ -143,7 +143,7 @@
         {
             if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
             {
-                return error(GL_OUT_OF_MEMORY, (ID3DBlob*) NULL);
+                return gl::error(GL_OUT_OF_MEMORY, (ID3DBlob*) NULL);
             }
 
             infoLog.append("Warning: D3D shader compilation failed with ");