title: glm::vec3 array to pass shader -OpenGL -GLSL
body: <p>I have a 3d glm vector:</p>
  
  <pre><code>    glm::vec3 Position[5];
  </code></pre>
  
  <p>However when I use it like this:</p>
  
  <pre><code>    location = glGetUniformLocation(_programHandle, "lightPos");
      glUniform3fv(location,5,  &amp;Position[0][0]);
  </code></pre>
  
  <p>I get segmentation fault in shader vertex:</p>
  
  <pre><code>    uniform vec3 lightPos[5];
  </code></pre>
  
  <p>Where is the mistake in code?</p>