- for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
- texture_it != output_textures.end();
- ++texture_it) {
- resource_pool->release_2d_texture(texture_it->second);
+ for (const auto &phase_and_texnum : output_textures) {
+ resource_pool->release_2d_texture(phase_and_texnum.second);