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CLineRenderer: Make use of std::array where applicable

Same behavior, but without the potential for unintentional array to
pointer decay.
This commit is contained in:
Lioncash
2020-03-17 19:07:24 -04:00
parent 858162e0c1
commit e5e4a6482c
2 changed files with 4 additions and 2 deletions

View File

@@ -111,7 +111,7 @@ void CLineRendererShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::Con
const std::array<size_t, 1> ubufOffs{size_t(ubufInfo.second)};
const std::array<size_t, 1> ubufSizes{sizeof(CLineRenderer::SDrawUniform)};
for (size_t i = 0; i < std::size(renderer.m_shaderBind); ++i) {
for (size_t i = 0; i < renderer.m_shaderBind.size(); ++i) {
renderer.m_shaderBind[i] = ctx.newShaderDataBinding(
(*pipeline)[i], vbufInfo.first.get(), nullptr, nullptr, uniforms.size(), uniforms.data(), stages.data(),
ubufOffs.data(), ubufSizes.data(), texCount, textures.data(), nullptr, nullptr, vbufInfo.second);