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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 <cstddef>
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#include <vector>
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@@ -16,7 +17,7 @@ namespace urde {
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class CFogVolumePlaneShader {
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boo::ObjToken<boo::IGraphicsBufferD> m_vbo;
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boo::ObjToken<boo::IShaderDataBinding> m_dataBinds[4];
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std::array<boo::ObjToken<boo::IShaderDataBinding>, 4> m_dataBinds;
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std::vector<zeus::CVector4f> m_verts;
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size_t m_vertCapacity = 0;
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