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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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@@ -14,8 +15,8 @@ class CTexture;
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class CRadarPaintShader {
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public:
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struct Instance {
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zeus::CVector3f pos[4];
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zeus::CVector2f uv[4];
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std::array<zeus::CVector3f, 4> pos;
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std::array<zeus::CVector2f, 4> uv;
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zeus::CColor color;
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};
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