CShader: Make use of std::to_string

Same behavior, but standard
This commit is contained in:
Lioncash 2020-06-21 02:42:45 -04:00
parent 79f4866365
commit c19017f7ad

View File

@ -246,9 +246,9 @@ void CShader::KillCachedShader()
// ************ PRIVATE ************ // ************ PRIVATE ************
void CShader::CacheCommonUniforms() void CShader::CacheCommonUniforms()
{ {
for (uint32 iTex = 0; iTex < 8; iTex++) for (size_t iTex = 0; iTex < 8; iTex++)
{ {
TString TexUniform = "Texture" + TString::FromInt32(iTex); const TString TexUniform = "Texture" + std::to_string(iTex);
mTextureUniforms[iTex] = glGetUniformLocation(mProgram, *TexUniform); mTextureUniforms[iTex] = glGetUniformLocation(mProgram, *TexUniform);
} }