@@ -1445,7 +1445,7 @@ unsigned DX8TextureCategoryClass::Add_Mesh(
14451445 unsigned vertex_offset,
14461446 unsigned index_offset,
14471447 IndexBufferClass* index_buffer,
1448- unsigned pass )
1448+ unsigned texpass )
14491449{
14501450 int poly_count=split_table.Get_Polygon_Count ();
14511451
@@ -1459,10 +1459,10 @@ unsigned DX8TextureCategoryClass::Add_Mesh(
14591459 for (int i=0 ;i<poly_count;++i) {
14601460 bool all_textures_same = true ;
14611461 for (unsigned int stage = 0 ; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
1462- all_textures_same = all_textures_same && (split_table.Peek_Texture (i, pass , stage) == textures[stage]);
1462+ all_textures_same = all_textures_same && (split_table.Peek_Texture (i, texpass , stage) == textures[stage]);
14631463 }
1464- VertexMaterialClass* mat=split_table.Peek_Material (i,pass );
1465- ShaderClass shd=split_table.Peek_Shader (i,pass );
1464+ VertexMaterialClass* mat=split_table.Peek_Material (i,texpass );
1465+ ShaderClass shd=split_table.Peek_Shader (i,texpass );
14661466
14671467 if (all_textures_same && Equal_Material (mat,material) && shd==shader) {
14681468 polygons++;
@@ -1483,18 +1483,18 @@ unsigned DX8TextureCategoryClass::Add_Mesh(
14831483 stripify=false ;
14841484 }
14851485#endif
1486- const TriIndex* src_indices=(const TriIndex*)split_table.Get_Polygon_Array (pass );// mmc->Get_Polygon_Array();
1486+ const TriIndex* src_indices=(const TriIndex*)split_table.Get_Polygon_Array (texpass );// mmc->Get_Polygon_Array();
14871487
14881488 if (stripify) {
14891489 int * triangles=new int [index_count];
14901490 int triangle_index_count=0 ;
14911491 for (int i=0 ;i<poly_count;++i) {
14921492 bool all_textures_same = true ;
14931493 for (unsigned int stage = 0 ; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
1494- all_textures_same = all_textures_same && (split_table.Peek_Texture (i, pass , stage) == textures[stage]);
1494+ all_textures_same = all_textures_same && (split_table.Peek_Texture (i, texpass , stage) == textures[stage]);
14951495 }
1496- VertexMaterialClass* mat=split_table.Peek_Material (i,pass );
1497- ShaderClass shd=split_table.Peek_Shader (i,pass );
1496+ VertexMaterialClass* mat=split_table.Peek_Material (i,texpass );
1497+ ShaderClass shd=split_table.Peek_Shader (i,texpass );
14981498
14991499 if (all_textures_same && Equal_Material (mat,material) && shd==shader) {
15001500 triangles[triangle_index_count++]=src_indices[i][0 ]+vertex_offset;
@@ -1574,10 +1574,10 @@ unsigned DX8TextureCategoryClass::Add_Mesh(
15741574 for (int i=0 ;i<poly_count;++i) {
15751575 bool all_textures_same = true ;
15761576 for (unsigned int stage = 0 ; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
1577- all_textures_same = all_textures_same && (split_table.Peek_Texture (i, pass , stage) == textures[stage]);
1577+ all_textures_same = all_textures_same && (split_table.Peek_Texture (i, texpass , stage) == textures[stage]);
15781578 }
1579- VertexMaterialClass* mat=split_table.Peek_Material (i,pass );
1580- ShaderClass shd=split_table.Peek_Shader (i,pass );
1579+ VertexMaterialClass* mat=split_table.Peek_Material (i,texpass );
1580+ ShaderClass shd=split_table.Peek_Shader (i,texpass );
15811581
15821582 if (all_textures_same && Equal_Material (mat,material) && shd==shader) {
15831583 unsigned short idx;
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