{
glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices[j]]->array_stride = values[j];
+ uniforms_by_index[indices2[j]]->array_stride = values[j];
}
indices2.clear();
{
glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices[j]]->matrix_stride = values[j];
+ uniforms_by_index[indices2[j]]->matrix_stride = values[j];
}
sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);