Graphics/TileMap: Fix material index rendering

This commit is contained in:
Lynix
2019-03-10 18:13:03 +01:00
parent 4bf92457c5
commit cdf9611080
2 changed files with 4 additions and 3 deletions

View File

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