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DebugTools: no need to use std::array.

C array is great. Use it.
pull/331/head
Vladimír Vondruš 7 years ago
parent
commit
48765bdfa3
  1. 12
      src/Magnum/DebugTools/ForceRenderer.cpp

12
src/Magnum/DebugTools/ForceRenderer.cpp

@ -40,18 +40,18 @@ template<UnsignedInt dimensions> ResourceKey shaderKey();
template<> inline ResourceKey shaderKey<2>() { return ResourceKey("FlatShader2D"); }
template<> inline ResourceKey shaderKey<3>() { return ResourceKey("FlatShader3D"); }
constexpr std::array<Vector2, 4> positions{{
constexpr Vector2 positions[]{
{0.0f, 0.0f},
{1.0f, 0.0f},
{0.9f, 0.1f},
{0.9f, -0.1f}
}};
};
constexpr std::array<UnsignedByte, 6> indices{{
constexpr UnsignedByte indices[]{
0, 1,
1, 2,
1, 3
}};
};
}
@ -70,10 +70,10 @@ template<UnsignedInt dimensions> ForceRenderer<dimensions>::ForceRenderer(SceneG
GL::Buffer indexBuffer{GL::Buffer::TargetHint::ElementArray};
indexBuffer.setData(indices, GL::BufferUsage::StaticDraw);
GL::Mesh mesh{GL::MeshPrimitive::Lines};
mesh.setCount(indices.size())
mesh.setCount(Containers::arraySize(indices))
.addVertexBuffer(std::move(vertexBuffer), 0,
typename Shaders::Flat<dimensions>::Position(Shaders::Flat<dimensions>::Position::Components::Two))
.setIndexBuffer(std::move(indexBuffer), 0, GL::MeshIndexType::UnsignedByte, 0, positions.size());
.setIndexBuffer(std::move(indexBuffer), 0, GL::MeshIndexType::UnsignedByte, 0, Containers::arraySize(positions));
ResourceManager::instance().set(_mesh.key(), std::move(mesh), ResourceDataState::Final, ResourcePolicy::Manual);
}

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