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Graphics/Shaders: Use std::array where applicable
Makes the arrays strongly typed and impervious to array->pointer decay. This also allows simplifying some operations (such as being able to call fill() instead of needing to use std::fill, etc).
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@@ -1,5 +1,6 @@
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#pragma once
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#include <array>
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#include <vector>
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#include <boo/graphicsdev/IGraphicsDataFactory.hpp>
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@@ -25,8 +26,8 @@ private:
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zeus::CColor m_color;
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};
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boo::ObjToken<boo::IGraphicsBufferD> m_vbo;
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boo::ObjToken<boo::IGraphicsBufferD> m_uniBuf[3];
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boo::ObjToken<boo::IShaderDataBinding> m_dataBind[3];
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std::array<boo::ObjToken<boo::IGraphicsBufferD>, 3> m_uniBuf;
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std::array<boo::ObjToken<boo::IShaderDataBinding>, 3> m_dataBind;
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Uniform m_uniform;
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const CTexture* m_tex = nullptr;
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size_t m_maxVerts = 0;
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