Fix minor stuff
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49a2cda0a1
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@ -21,7 +21,6 @@ namespace Nz
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m_shaderBinding = settings->GetRenderPipelineLayout()->AllocateShaderBinding();
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m_shaderBinding = settings->GetRenderPipelineLayout()->AllocateShaderBinding();
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// TODO: Use StackVector
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StackVector<ShaderBinding::Binding> bindings = NazaraStackVector(ShaderBinding::Binding, 2);
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StackVector<ShaderBinding::Binding> bindings = NazaraStackVector(ShaderBinding::Binding, 2);
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if (std::size_t bindingIndex = settings->GetPredefinedBindingIndex(PredefinedShaderBinding::UboInstanceData); bindingIndex != MaterialSettings::InvalidIndex)
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if (std::size_t bindingIndex = settings->GetPredefinedBindingIndex(PredefinedShaderBinding::UboInstanceData); bindingIndex != MaterialSettings::InvalidIndex)
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@ -31,7 +31,7 @@ namespace Nz
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switch (PixelFormatInfo::GetContent(textureFormat))
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switch (PixelFormatInfo::GetContent(textureFormat))
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{
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{
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case PixelFormatContent_ColorRGBA:
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case PixelFormatContent_ColorRGBA:
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attachment = GL_COLOR_ATTACHMENT0 + colorAttachmentCount;
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attachment = static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + colorAttachmentCount);
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colorAttachmentCount++;
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colorAttachmentCount++;
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break;
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break;
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