shaders_header += "#define ";
shaders_header += drawTypes[i];
shaders_header += " ";
- shaders_header += std::to_string(i);
+ shaders_header += itos(i);
shaders_header += "\n";
}
shaders_header += "#define ";
shaders_header += materialTypes[i];
shaders_header += " ";
- shaders_header += std::to_string(i);
+ shaders_header += itos(i);
shaders_header += "\n";
}
shaders_header += "#define MATERIAL_TYPE ";
- shaders_header += std::to_string(material_type);
+ shaders_header += itos(material_type);
shaders_header += "\n";
shaders_header += "#define DRAW_TYPE ";
- shaders_header += std::to_string(drawtype);
+ shaders_header += itos(drawtype);
shaders_header += "\n";
if (g_settings->getBool("enable_waving_water")){