Made static_assert useful
Former-commit-id: 135783fe3ee3f5304309dd6948f0a83a349e62b2
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eefd0ddd35
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14eda38cac
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@ -1753,7 +1753,7 @@ void NzOpenGL::OnContextChange(const NzContext* newContext)
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s_contextStates = (newContext) ? &s_contexts[newContext] : nullptr;
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}
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GLenum NzOpenGL::Attachment[nzAttachmentPoint_Max+1] =
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GLenum NzOpenGL::Attachment[] =
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{
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GL_COLOR_ATTACHMENT0, // nzAttachmentPoint_Color
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GL_DEPTH_ATTACHMENT, // nzAttachmentPoint_Depth
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@ -1763,7 +1763,7 @@ GLenum NzOpenGL::Attachment[nzAttachmentPoint_Max+1] =
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static_assert(sizeof(NzOpenGL::Attachment)/sizeof(GLenum) == nzAttachmentPoint_Max+1, "Attachment array is incomplete");
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nzUInt8 NzOpenGL::AttributeIndex[nzAttributeUsage_Max+1] =
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nzUInt8 NzOpenGL::AttributeIndex[] =
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{
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10, // nzAttributeUsage_InstanceData0
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11, // nzAttributeUsage_InstanceData1
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@ -1785,7 +1785,7 @@ nzUInt8 NzOpenGL::AttributeIndex[nzAttributeUsage_Max+1] =
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static_assert(sizeof(NzOpenGL::AttributeIndex)/sizeof(nzUInt8) == nzAttributeUsage_Max+1, "Attribute index array is incomplete");
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GLenum NzOpenGL::AttributeType[nzAttributeType_Max+1] =
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GLenum NzOpenGL::AttributeType[] =
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{
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GL_UNSIGNED_BYTE, // nzAttributeType_Color
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GL_DOUBLE, // nzAttributeType_Double1
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@ -1800,7 +1800,7 @@ GLenum NzOpenGL::AttributeType[nzAttributeType_Max+1] =
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static_assert(sizeof(NzOpenGL::AttributeType)/sizeof(GLenum) == nzAttributeType_Max+1, "Attribute type array is incomplete");
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GLenum NzOpenGL::BlendFunc[nzBlendFunc_Max+1] =
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GLenum NzOpenGL::BlendFunc[] =
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{
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GL_DST_ALPHA, // nzBlendFunc_DestAlpha
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GL_DST_COLOR, // nzBlendFunc_DestColor
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@ -1816,7 +1816,7 @@ GLenum NzOpenGL::BlendFunc[nzBlendFunc_Max+1] =
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static_assert(sizeof(NzOpenGL::BlendFunc)/sizeof(GLenum) == nzBlendFunc_Max+1, "Blend func array is incomplete");
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GLenum NzOpenGL::BufferLock[nzBufferAccess_Max+1] =
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GLenum NzOpenGL::BufferLock[] =
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{
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GL_WRITE_ONLY, // nzBufferAccess_DiscardAndWrite
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GL_READ_ONLY, // nzBufferAccess_ReadOnly
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@ -1826,7 +1826,7 @@ GLenum NzOpenGL::BufferLock[nzBufferAccess_Max+1] =
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static_assert(sizeof(NzOpenGL::BufferLock)/sizeof(GLenum) == nzBufferAccess_Max+1, "Buffer lock array is incomplete");
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GLenum NzOpenGL::BufferLockRange[nzBufferAccess_Max+1] =
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GLenum NzOpenGL::BufferLockRange[] =
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{
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GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_WRITE_BIT, // nzBufferAccess_DiscardAndWrite
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GL_MAP_READ_BIT, // nzBufferAccess_ReadOnly
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@ -1836,7 +1836,7 @@ GLenum NzOpenGL::BufferLockRange[nzBufferAccess_Max+1] =
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static_assert(sizeof(NzOpenGL::BufferLockRange)/sizeof(GLenum) == nzBufferAccess_Max+1, "Buffer lock range array is incomplete");
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GLenum NzOpenGL::BufferTarget[nzBufferType_Max+1] =
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GLenum NzOpenGL::BufferTarget[] =
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{
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GL_ELEMENT_ARRAY_BUFFER, // nzBufferType_Index,
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GL_ARRAY_BUFFER, // nzBufferType_Vertex
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@ -1844,7 +1844,7 @@ GLenum NzOpenGL::BufferTarget[nzBufferType_Max+1] =
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static_assert(sizeof(NzOpenGL::BufferTarget)/sizeof(GLenum) == nzBufferType_Max+1, "Buffer target array is incomplete");
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GLenum NzOpenGL::BufferTargetBinding[nzBufferType_Max+1] =
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GLenum NzOpenGL::BufferTargetBinding[] =
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{
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GL_ELEMENT_ARRAY_BUFFER_BINDING, // nzBufferType_Index,
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GL_ARRAY_BUFFER_BINDING, // nzBufferType_Vertex
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@ -1852,7 +1852,7 @@ GLenum NzOpenGL::BufferTargetBinding[nzBufferType_Max+1] =
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static_assert(sizeof(NzOpenGL::BufferTargetBinding)/sizeof(GLenum) == nzBufferType_Max+1, "Buffer target binding array is incomplete");
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GLenum NzOpenGL::BufferUsage[nzBufferUsage_Max+1] =
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GLenum NzOpenGL::BufferUsage[] =
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{
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// J'ai choisi DYNAMIC à la place de STREAM car DYNAMIC semble plus adapté au profil "une mise à jour pour quelques rendus"
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// Ce qui est je pense le scénario qui arrivera le plus souvent (Prévoir une option pour permettre d'utiliser le STREAM_DRAW ?)
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@ -1863,7 +1863,7 @@ GLenum NzOpenGL::BufferUsage[nzBufferUsage_Max+1] =
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static_assert(sizeof(NzOpenGL::BufferUsage)/sizeof(GLenum) == nzBufferUsage_Max+1, "Buffer usage array is incomplete");
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GLenum NzOpenGL::CubemapFace[6] =
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GLenum NzOpenGL::CubemapFace[] =
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{
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, // nzCubemapFace_PositiveX
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // nzCubemapFace_NegativeX
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@ -1875,7 +1875,7 @@ GLenum NzOpenGL::CubemapFace[6] =
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static_assert(sizeof(NzOpenGL::CubemapFace)/sizeof(GLenum) == 6, "Cubemap face array is incomplete");
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GLenum NzOpenGL::FaceFilling[nzFaceFilling_Max+1] =
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GLenum NzOpenGL::FaceFilling[] =
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{
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GL_POINT, // nzFaceFilling_Point
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GL_LINE, // nzFaceFilling_Line
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@ -1884,7 +1884,7 @@ GLenum NzOpenGL::FaceFilling[nzFaceFilling_Max+1] =
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static_assert(sizeof(NzOpenGL::FaceFilling)/sizeof(GLenum) == nzFaceFilling_Max+1, "Face filling array is incomplete");
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GLenum NzOpenGL::FaceSide[nzFaceSide_Max+1] =
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GLenum NzOpenGL::FaceSide[] =
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{
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GL_BACK, // nzFaceSide_Back
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GL_FRONT, // nzFaceSide_Front
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@ -1893,7 +1893,7 @@ GLenum NzOpenGL::FaceSide[nzFaceSide_Max+1] =
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static_assert(sizeof(NzOpenGL::FaceSide)/sizeof(GLenum) == nzFaceSide_Max+1, "Face side array is incomplete");
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GLenum NzOpenGL::PrimitiveMode[nzPrimitiveMode_Max+1] =
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GLenum NzOpenGL::PrimitiveMode[] =
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{
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GL_LINES, // nzPrimitiveMode_LineList
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GL_LINE_STRIP, // nzPrimitiveMode_LineStrip
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@ -1905,7 +1905,7 @@ GLenum NzOpenGL::PrimitiveMode[nzPrimitiveMode_Max+1] =
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static_assert(sizeof(NzOpenGL::PrimitiveMode)/sizeof(GLenum) == nzPrimitiveMode_Max+1, "Primitive mode array is incomplete");
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GLenum NzOpenGL::QueryCondition[nzGpuQueryCondition_Max+1] =
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GLenum NzOpenGL::QueryCondition[] =
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{
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GL_QUERY_WAIT, // nzGpuQueryCondition_NoWait
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GL_QUERY_BY_REGION_NO_WAIT, // nzGpuQueryCondition_Region_NoWait
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@ -1915,7 +1915,7 @@ GLenum NzOpenGL::QueryCondition[nzGpuQueryCondition_Max+1] =
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static_assert(sizeof(NzOpenGL::QueryCondition)/sizeof(GLenum) == nzGpuQueryCondition_Max+1, "Query condition array is incomplete");
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GLenum NzOpenGL::QueryMode[nzGpuQueryMode_Max+1] =
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GLenum NzOpenGL::QueryMode[] =
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{
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GL_ANY_SAMPLES_PASSED, // nzGpuQueryMode_AnySamplesPassed
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GL_ANY_SAMPLES_PASSED_CONSERVATIVE, // nzGpuQueryMode_AnySamplesPassedConservative
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@ -1927,7 +1927,7 @@ GLenum NzOpenGL::QueryMode[nzGpuQueryMode_Max+1] =
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static_assert(sizeof(NzOpenGL::QueryMode)/sizeof(GLenum) == nzGpuQueryMode_Max+1, "Query mode array is incomplete");
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GLenum NzOpenGL::RendererComparison[nzRendererComparison_Max+1] =
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GLenum NzOpenGL::RendererComparison[] =
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{
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GL_ALWAYS, // nzRendererComparison_Always
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GL_EQUAL, // nzRendererComparison_Equal
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@ -1941,7 +1941,7 @@ GLenum NzOpenGL::RendererComparison[nzRendererComparison_Max+1] =
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static_assert(sizeof(NzOpenGL::RendererComparison)/sizeof(GLenum) == nzRendererComparison_Max+1, "Renderer comparison array is incomplete");
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GLenum NzOpenGL::RendererParameter[nzRendererParameter_Max+1] =
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GLenum NzOpenGL::RendererParameter[] =
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{
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GL_BLEND, // nzRendererParameter_Blend
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GL_NONE, // nzRendererParameter_ColorWrite
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@ -1954,7 +1954,7 @@ GLenum NzOpenGL::RendererParameter[nzRendererParameter_Max+1] =
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static_assert(sizeof(NzOpenGL::RendererParameter)/sizeof(GLenum) == nzRendererParameter_Max+1, "Renderer parameter array is incomplete");
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GLenum NzOpenGL::SamplerWrapMode[nzSamplerWrap_Max+1] =
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GLenum NzOpenGL::SamplerWrapMode[] =
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{
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GL_CLAMP_TO_EDGE, // nzTextureWrap_Clamp
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GL_MIRRORED_REPEAT, // nzSamplerWrap_MirroredRepeat
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@ -1963,7 +1963,7 @@ GLenum NzOpenGL::SamplerWrapMode[nzSamplerWrap_Max+1] =
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static_assert(sizeof(NzOpenGL::SamplerWrapMode)/sizeof(GLenum) == nzSamplerWrap_Max+1, "Sampler wrap mode array is incomplete");
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GLenum NzOpenGL::ShaderType[nzShaderType_Max+1] =
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GLenum NzOpenGL::ShaderType[] =
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{
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GL_FRAGMENT_SHADER, // nzShaderType_Fragment
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GL_GEOMETRY_SHADER, // nzShaderType_Geometry
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@ -1972,7 +1972,7 @@ GLenum NzOpenGL::ShaderType[nzShaderType_Max+1] =
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static_assert(sizeof(NzOpenGL::ShaderType)/sizeof(GLenum) == nzShaderType_Max+1, "Shader type array is incomplete");
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GLenum NzOpenGL::StencilOperation[nzStencilOperation_Max+1] =
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GLenum NzOpenGL::StencilOperation[] =
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{
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GL_DECR, // nzStencilOperation_Decrement
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GL_DECR_WRAP, // nzStencilOperation_DecrementNoClamp
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@ -1986,7 +1986,7 @@ GLenum NzOpenGL::StencilOperation[nzStencilOperation_Max+1] =
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static_assert(sizeof(NzOpenGL::StencilOperation)/sizeof(GLenum) == nzStencilOperation_Max+1, "Stencil operation array is incomplete");
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GLenum NzOpenGL::TextureTarget[nzImageType_Max+1] =
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GLenum NzOpenGL::TextureTarget[] =
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{
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GL_TEXTURE_1D, // nzImageType_1D
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GL_TEXTURE_1D_ARRAY, // nzImageType_1D_Array
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@ -1998,7 +1998,7 @@ GLenum NzOpenGL::TextureTarget[nzImageType_Max+1] =
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static_assert(sizeof(NzOpenGL::TextureTarget)/sizeof(GLenum) == nzImageType_Max+1, "Texture target array is incomplete");
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GLenum NzOpenGL::TextureTargetBinding[nzImageType_Max+1] =
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GLenum NzOpenGL::TextureTargetBinding[] =
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{
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GL_TEXTURE_BINDING_1D, // nzImageType_1D
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GL_TEXTURE_BINDING_1D_ARRAY, // nzImageType_1D_Array
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@ -2010,7 +2010,7 @@ GLenum NzOpenGL::TextureTargetBinding[nzImageType_Max+1] =
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static_assert(sizeof(NzOpenGL::TextureTargetBinding)/sizeof(GLenum) == nzImageType_Max+1, "Texture target binding array is incomplete");
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GLenum NzOpenGL::TextureTargetProxy[nzImageType_Max+1] =
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GLenum NzOpenGL::TextureTargetProxy[] =
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{
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GL_PROXY_TEXTURE_1D, // nzImageType_1D
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GL_PROXY_TEXTURE_1D_ARRAY, // nzImageType_1D_Array
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@ -10,7 +10,7 @@
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namespace
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{
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unsigned int attributeSize[nzAttributeType_Max+1] =
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unsigned int attributeSize[] =
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{
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4, // nzAttributeType_Color
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1, // nzAttributeType_Double1
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@ -25,7 +25,7 @@ namespace
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static_assert(sizeof(attributeSize)/sizeof(unsigned int) == nzAttributeType_Max+1, "Attribute size array is incomplete");
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unsigned int attributeStride[nzAttributeType_Max+1] =
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unsigned int attributeStride[] =
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{
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4*sizeof(nzUInt8), // nzAttributeType_Color
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1*sizeof(double), // nzAttributeType_Double1
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