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CParticleSwoosh: Make use of std::array where applicable
Same behavior, no implicit array to pointer decay.
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@@ -96,7 +96,7 @@ void CParticleSwooshShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::C
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};
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const std::array<boo::ObjToken<boo::IGraphicsBuffer>, 1> uniforms{gen.m_uniformBuf.get()};
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for (size_t i = 0; i < std::size(gen.m_dataBind); ++i) {
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for (size_t i = 0; i < gen.m_dataBind.size(); ++i) {
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gen.m_dataBind[i] =
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ctx.newShaderDataBinding((*pipeline)[i], gen.m_vertBuf.get(), nullptr, nullptr, uniforms.size(),
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uniforms.data(), nullptr, texr ? 1 : 0, textures.data(), nullptr, nullptr);
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