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internal/graphicsdriver/opengl: Avoid creating objects for debugging
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@ -270,7 +270,9 @@ func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textu
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for _, u := range uniforms {
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for _, u := range uniforms {
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if len(u.valueSlice) == 0 {
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if len(u.valueSlice) == 0 {
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if got, expected := (&shaderir.Type{Main: shaderir.Float}), &u.typ; !got.Equal(expected) {
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if u.typ.Main != shaderir.Float {
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expected := &shaderir.Type{Main: shaderir.Float}
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got := &u.typ
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return fmt.Errorf("opengl: uniform variable %s type doesn't match: expected %s but %s", u.name, expected.String(), got.String())
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return fmt.Errorf("opengl: uniform variable %s type doesn't match: expected %s but %s", u.name, expected.String(), got.String())
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}
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}
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