CShader: Make use of std::to_string
Same behavior, but standard
@@ -246,9 +246,9 @@ void CShader::KillCachedShader()
// ************ PRIVATE ************
void CShader::CacheCommonUniforms()
{
- for (uint32 iTex = 0; iTex < 8; iTex++)
+ for (size_t iTex = 0; iTex < 8; iTex++)
{
- TString TexUniform = "Texture" + TString::FromInt32(iTex);
+ const TString TexUniform = "Texture" + std::to_string(iTex);
mTextureUniforms[iTex] = glGetUniformLocation(mProgram, *TexUniform);
}
