   GLSL struct uniform with array field
  I have something like the following in my shader:struct Foo{mat4 ArrayOfMatrices[50];};uniform Foo myuniforms;And then I upload data in the application withint loc = glGetUniformLocation(prog,"myuniforms.ArrayOfMatrices");glUniformMatrix4fv(loc,50,true,matrices);Something is going wrong when I try to use the contents of the array in the shader, no errors, I just seem to get bad data. If I move the array out of the struct so there's just a free floating "uniform mat4 ArrayOfMatrices[50]" then everything works fine. Does anybody have any idea what could be going wrong? Is what I'm trying to do not supported?   