Graphics/TileMap: Fix material index rendering
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@@ -27,14 +27,14 @@ namespace Nz
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{
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const VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const VertexStruct_XYZ_Color_UV*>(instanceData.data.data());
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std::size_t matCount = 0;
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std::size_t spriteCount = 0;
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for (const Layer& layer : m_layers)
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for (std::size_t layerIndex = 0; layerIndex < m_layers.size(); ++layerIndex)
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{
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const auto& layer = m_layers[layerIndex];
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if (layer.tiles.empty())
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continue;
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renderQueue->AddSprites(instanceData.renderOrder, GetMaterial(matCount++), &vertices[4 * spriteCount], layer.tiles.size(), scissorRect);
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renderQueue->AddSprites(instanceData.renderOrder, GetMaterial(layerIndex), &vertices[4 * spriteCount], layer.tiles.size(), scissorRect);
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spriteCount += layer.tiles.size();
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}
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