ProgramKey prgKey;
std::back_insert_iterator<vector<ShaderKey> > inserter(prgKey.shaders);
transform(pVertShaders.begin(), pVertShaders.end(), inserter,
- bind(makeShaderKey, _1, Shader::VERTEX));
+ boost::bind(makeShaderKey, _1, Shader::VERTEX));
transform(pGeomShaders.begin(), pGeomShaders.end(), inserter,
- bind(makeShaderKey, _1, Shader::GEOMETRY));
+ boost::bind(makeShaderKey, _1, Shader::GEOMETRY));
transform(pFragShaders.begin(), pFragShaders.end(), inserter,
- bind(makeShaderKey, _1, Shader::FRAGMENT));
+ boost::bind(makeShaderKey, _1, Shader::FRAGMENT));
for (PropertyList::iterator itr = pAttributes.begin(),
e = pAttributes.end();
itr != e;