[IGfxWorld] Fix material memory (there is still a bug there!)

This commit is contained in:
momo5502 2016-12-21 20:56:17 +01:00
parent 24ce44ae52
commit ec37ab6714

View File

@ -16,7 +16,7 @@ namespace Assets
if (asset->worldDraw.reflectionImages) if (asset->worldDraw.reflectionImages)
{ {
for (unsigned int i = 0; i < asset->worldDraw.reflectionProbeCount; i++) for (unsigned int i = 0; i < asset->worldDraw.reflectionProbeCount; ++i)
{ {
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.reflectionImages[i]->name); builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.reflectionImages[i]->name);
} }
@ -24,7 +24,7 @@ namespace Assets
if (asset->worldDraw.lightmaps) if (asset->worldDraw.lightmaps)
{ {
for (int i = 0; i < asset->worldDraw.lightmapCount; i++) for (int i = 0; i < asset->worldDraw.lightmapCount; ++i)
{ {
if (asset->worldDraw.lightmaps[i].primary) if (asset->worldDraw.lightmaps[i].primary)
{ {
@ -60,7 +60,7 @@ namespace Assets
if (asset->skies) if (asset->skies)
{ {
for (unsigned int i = 0; i < asset->skyCount; i++) for (unsigned int i = 0; i < asset->skyCount; ++i)
{ {
if (asset->skies[i].skyImage) if (asset->skies[i].skyImage)
{ {
@ -71,7 +71,7 @@ namespace Assets
if (asset->materialMemory) if (asset->materialMemory)
{ {
for (int i = 0; i < asset->materialMemoryCount; i++) for (int i = 0; i < asset->materialMemoryCount; ++i)
{ {
if (asset->materialMemory[i].material) if (asset->materialMemory[i].material)
{ {
@ -89,7 +89,7 @@ namespace Assets
if (asset->dpvs.surfaces) if (asset->dpvs.surfaces)
{ {
for (int i = 0; i < asset->dpvsSurfaceCount; i++) for (int i = 0; i < asset->dpvsSurfaceCount; ++i)
{ {
if (asset->dpvs.surfaces[i].material) if (asset->dpvs.surfaces[i].material)
{ {
@ -100,7 +100,7 @@ namespace Assets
if (asset->dpvs.smodelDrawInsts) if (asset->dpvs.smodelDrawInsts)
{ {
for (unsigned int i = 0; i < asset->dpvs.smodelCount; i++) for (unsigned int i = 0; i < asset->dpvs.smodelCount; ++i)
{ {
if (asset->dpvs.smodelDrawInsts[i].model) if (asset->dpvs.smodelDrawInsts[i].model)
{ {
@ -688,7 +688,7 @@ namespace Assets
Game::MaterialMemory* destMaterialMemoryTable = buffer->dest<Game::MaterialMemory>(); Game::MaterialMemory* destMaterialMemoryTable = buffer->dest<Game::MaterialMemory>();
buffer->saveArray(asset->materialMemory, asset->materialMemoryCount); buffer->saveArray(asset->materialMemory, asset->materialMemoryCount);
for (char i = 0; i < asset->materialMemoryCount; ++i) for (int i = 0; i < asset->materialMemoryCount; ++i)
{ {
Game::MaterialMemory* destMaterialMemory = &destMaterialMemoryTable[i]; Game::MaterialMemory* destMaterialMemory = &destMaterialMemoryTable[i];
Game::MaterialMemory* materialMemory = &asset->materialMemory[i]; Game::MaterialMemory* materialMemory = &asset->materialMemory[i];