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GL: this inline feels redundant.

pull/650/head
Vladimír Vondruš 2 years ago
parent
commit
de7e2e0cab
  1. 6
      src/Magnum/GL/Mesh.h

6
src/Magnum/GL/Mesh.h

@ -953,7 +953,7 @@ class MAGNUM_GL_EXPORT Mesh: public AbstractObject {
/* So it doesn't clash with the DynamicAttribute overload */ /* So it doesn't clash with the DynamicAttribute overload */
, class = typename std::enable_if<!Implementation::IsDynamicAttribute<T...>::value>::type , class = typename std::enable_if<!Implementation::IsDynamicAttribute<T...>::value>::type
#endif #endif
> inline Mesh& addVertexBufferInstanced(Buffer& buffer, UnsignedInt divisor, GLintptr offset, const T&... attributes) { > Mesh& addVertexBufferInstanced(Buffer& buffer, UnsignedInt divisor, GLintptr offset, const T&... attributes) {
addVertexBufferInternal(buffer, offset, strideOfInterleaved(attributes...), divisor, attributes...); addVertexBufferInternal(buffer, offset, strideOfInterleaved(attributes...), divisor, attributes...);
return *this; return *this;
} }
@ -997,7 +997,7 @@ class MAGNUM_GL_EXPORT Mesh: public AbstractObject {
/* So it doesn't clash with the DynamicAttribute overload */ /* So it doesn't clash with the DynamicAttribute overload */
, class = typename std::enable_if<!Implementation::IsDynamicAttribute<T...>::value>::type , class = typename std::enable_if<!Implementation::IsDynamicAttribute<T...>::value>::type
#endif #endif
> inline Mesh& addVertexBuffer(Buffer&& buffer, GLintptr offset, const T&... attributes) { > Mesh& addVertexBuffer(Buffer&& buffer, GLintptr offset, const T&... attributes) {
addVertexBuffer<T...>(buffer, offset, attributes...); addVertexBuffer<T...>(buffer, offset, attributes...);
acquireVertexBuffer(Utility::move(buffer)); acquireVertexBuffer(Utility::move(buffer));
return *this; return *this;
@ -1016,7 +1016,7 @@ class MAGNUM_GL_EXPORT Mesh: public AbstractObject {
/* So it doesn't clash with the DynamicAttribute overload */ /* So it doesn't clash with the DynamicAttribute overload */
, class = typename std::enable_if<!Implementation::IsDynamicAttribute<T...>::value>::type , class = typename std::enable_if<!Implementation::IsDynamicAttribute<T...>::value>::type
#endif #endif
> inline Mesh& addVertexBufferInstanced(Buffer&& buffer, UnsignedInt divisor, GLintptr offset, const T&... attributes) { > Mesh& addVertexBufferInstanced(Buffer&& buffer, UnsignedInt divisor, GLintptr offset, const T&... attributes) {
addVertexBufferInstanced<T...>(buffer, divisor, offset, attributes...); addVertexBufferInstanced<T...>(buffer, divisor, offset, attributes...);
acquireVertexBuffer(Utility::move(buffer)); acquireVertexBuffer(Utility::move(buffer));
return *this; return *this;

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