From 815f2d74918051fbddf56e805463e50d8c28620c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Fri, 5 Oct 2012 18:11:29 +0200 Subject: [PATCH] Use the right type for attribute binding location. --- src/AbstractShaderProgram.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/AbstractShaderProgram.h b/src/AbstractShaderProgram.h index c695f1d66..1892d5f16 100644 --- a/src/AbstractShaderProgram.h +++ b/src/AbstractShaderProgram.h @@ -203,13 +203,13 @@ class MAGNUM_EXPORT AbstractShaderProgram { /** * @brief Base struct for attribute location and type * - * See AbstractShaderProgram documentation or Mesh::bindAttribute() + * See @ref AbstractShaderProgram-subclassing or Mesh::bindAttribute() * for an example. * * @todo Support for BGRA attribute type (OpenGL 3.2, @extension{ARB,vertex_array_bgra}) */ - template struct Attribute { - static const size_t Location = i; /**< Location to which the attribute is bound */ + template struct Attribute { + static const GLuint Location = i; /**< Location to which the attribute is bound */ typedef T Type; /**< %Attribute type */ };