- use a TArray in PPUniforms.

This makes the vast majority of code in that class just go away
This commit is contained in:
Christoph Oelckers 2018-12-15 14:59:49 +01:00
commit d937c50726
2 changed files with 9 additions and 37 deletions

View file

@ -966,11 +966,11 @@ void FGLRenderBuffers::RenderEffect(const FString &name)
auto &shader = GLShaders[step.ShaderName];
// Set uniforms
if (step.Uniforms.Size > 0)
if (step.Uniforms.Data.Size() > 0)
{
if (!shader->Uniforms)
shader->Uniforms.reset(screen->CreateDataBuffer(POSTPROCESS_BINDINGPOINT, false));
shader->Uniforms->SetData(step.Uniforms.Size, step.Uniforms.Data);
shader->Uniforms->SetData(step.Uniforms.Data.Size(), step.Uniforms.Data.Data());
shader->Uniforms->BindBase();
}