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CLineRenderer: Make use of std::array where applicable
Same behavior, but without the potential for unintentional array to pointer decay.
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@@ -111,7 +111,7 @@ void CLineRendererShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::Con
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const std::array<size_t, 1> ubufOffs{size_t(ubufInfo.second)};
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const std::array<size_t, 1> ubufSizes{sizeof(CLineRenderer::SDrawUniform)};
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for (size_t i = 0; i < std::size(renderer.m_shaderBind); ++i) {
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for (size_t i = 0; i < renderer.m_shaderBind.size(); ++i) {
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renderer.m_shaderBind[i] = ctx.newShaderDataBinding(
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(*pipeline)[i], vbufInfo.first.get(), nullptr, nullptr, uniforms.size(), uniforms.data(), stages.data(),
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ubufOffs.data(), ubufSizes.data(), texCount, textures.data(), nullptr, nullptr, vbufInfo.second);
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