void render_to(const std::array<GLuint, num_elements> &textures);
// Convenience wrappers.
- void render_to(GLuint texture0) {
- render_to({{texture0}});
+ void render_to(GLuint texture0)
+ {
+ render_to({ { texture0 } });
}
- void render_to(GLuint texture0, GLuint texture1) {
- render_to({{texture0, texture1}});
+ void render_to(GLuint texture0, GLuint texture1)
+ {
+ render_to({ { texture0, texture1 } });
}
- void render_to(GLuint texture0, GLuint texture1, GLuint texture2) {
- render_to({{texture0, texture1, texture2}});
+ void render_to(GLuint texture0, GLuint texture1, GLuint texture2)
+ {
+ render_to({ { texture0, texture1, texture2 } });
}
- void render_to(GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) {
- render_to({{texture0, texture1, texture2, texture3}});
+ void render_to(GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3)
+ {
+ render_to({ { texture0, texture1, texture2, texture3 } });
}
private:
void render_to(GLuint depth_rb, const std::array<GLuint, num_elements> &textures);
// Convenience wrappers.
- void render_to(GLuint depth_rb, GLuint texture0) {
- render_to(depth_rb, {{texture0}});
+ void render_to(GLuint depth_rb, GLuint texture0)
+ {
+ render_to(depth_rb, { { texture0 } });
}
- void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1) {
- render_to(depth_rb, {{texture0, texture1}});
+ void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1)
+ {
+ render_to(depth_rb, { { texture0, texture1 } });
}
- void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1, GLuint texture2) {
- render_to(depth_rb, {{texture0, texture1, texture2}});
+ void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1, GLuint texture2)
+ {
+ render_to(depth_rb, { { texture0, texture1, texture2 } });
}
- void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) {
- render_to(depth_rb, {{texture0, texture1, texture2, texture3}});
+ void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3)
+ {
+ render_to(depth_rb, { { texture0, texture1, texture2, texture3 } });
}
private: