[IGfxWorld] Make sure to allocate the necessary buffers

This commit is contained in:
momo5502 2017-03-27 18:01:23 +02:00
parent 50345ce512
commit 38080b7d73

View File

@ -435,6 +435,15 @@ namespace Assets
asset->heroOnlyLights = reader.readArray<Game::GfxHeroOnlyLight>(asset->heroOnlyLightCount); asset->heroOnlyLights = reader.readArray<Game::GfxHeroOnlyLight>(asset->heroOnlyLightCount);
} }
// We need to temporarily allocate a runtime buffer
// It's not accessed during the building process,
// but as we're interacting with the runtime, we have to
// allocate a valid buffer for the time we're using it.
if (asset->dpvs.surfaceMaterials)
{
asset->dpvs.surfaceMaterials = builder->getAllocator()->allocateArray<Game::GfxDrawSurf>(asset->surfaceCount);
}
Game::SortWorldSurfaces(asset); Game::SortWorldSurfaces(asset);
} }
} }