Clean up the ranges code a bit

This commit is contained in:
Magnus Norddahl 2024-12-16 22:17:18 +01:00
commit e30831a409
7 changed files with 403 additions and 227 deletions

View file

@ -1013,7 +1013,7 @@ void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentSha
ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
for (MeshBufferRange& range : it.second)
for (const MeshBufferRange& range : it.second.GetRanges())
{
mCommandBuffer->drawIndexed(range.End - range.Start, 1, range.Start, 0, 0);
}