- use a unique_ptr for the GL debug object.
This doesn’t get shared and the containing class doesn’t need to be copied so this is sufficient.
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3 changed files with 2 additions and 5 deletions
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@ -175,7 +175,7 @@ void OpenGLFrameBuffer::InitializeState()
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GLRenderer->Initialize(GetWidth(), GetHeight());
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static_cast<GLDataBuffer*>(mLights->GetBuffer())->BindBase();
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mDebug = std::make_shared<FGLDebug>();
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mDebug = std::make_unique<FGLDebug>();
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mDebug->Update();
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}
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