STKAnimatedMesh: First pass id is 0, not 1

This commit is contained in:
Vincent Lejeune
2014-01-24 20:34:23 +01:00
parent 8bd6d7945c
commit c9ecaffb2b

View File

@@ -161,7 +161,7 @@ void STKAnimatedMesh::render()
if (isObjectPass(material.MaterialType))
{
initvaostate(GLmeshes[i], material.MaterialType);
if (irr_driver->getPhase() == 1)
if (irr_driver->getPhase() == 0)
{
glBindBuffer(GL_ARRAY_BUFFER, GLmeshes[i].vertex_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, mb->getVertexCount() * GLmeshes[i].Stride, mb->getVertices());