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