STKAnimatedMesh: First pass id is 0, not 1
This commit is contained in:
@@ -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());
|
||||
|
||||
Reference in New Issue
Block a user