{
namespace
{
-const std::string JOINT_MATRIX{"jointMatrix"};
+const char* JOINT_MATRIX{"jointMatrix"};
const std::map<Property::Type, Constraint (*)(Actor&, Property::Index)> sConstraintFactory = {
{Property::Type::BOOLEAN,
{
// Register bone transform on shader.
char propertyNameBuffer[32];
- snprintf(propertyNameBuffer, sizeof(propertyNameBuffer), "%s[%d]", Skinning::BONE_UNIFORM_NAME.c_str(), boneIdx);
+ snprintf(propertyNameBuffer, sizeof(propertyNameBuffer), "%s[%d]", Skinning::BONE_UNIFORM_NAME, boneIdx);
DALI_ASSERT_DEBUG(shader.GetPropertyIndex(propertyNameBuffer) == Property::INVALID_INDEX);
auto propBoneXform = shader.RegisterProperty(propertyNameBuffer, Matrix{false});