Fix Span Count -> length.
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@@ -1752,10 +1752,10 @@ void Render2D::DrawTexturedTriangles(GPUTexture* t, const Span<Vector2>& vertice
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Render2DDrawCall& drawCall = DrawCalls.AddOne();
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Render2DDrawCall& drawCall = DrawCalls.AddOne();
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drawCall.Type = DrawCallType::FillTexture;
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drawCall.Type = DrawCallType::FillTexture;
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drawCall.StartIB = IBIndex;
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drawCall.StartIB = IBIndex;
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drawCall.CountIB = vertices.Count();
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drawCall.CountIB = vertices.Length();
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drawCall.AsTexture.Ptr = t;
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drawCall.AsTexture.Ptr = t;
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for (int32 i = 0; i < vertices.Count(); i += 3)
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for (int32 i = 0; i < vertices.Length(); i += 3)
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WriteTri(vertices[i], vertices[i + 1], vertices[i + 2], uvs[i], uvs[i + 1], uvs[i + 2]);
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WriteTri(vertices[i], vertices[i + 1], vertices[i + 2], uvs[i], uvs[i + 1], uvs[i + 2]);
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}
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}
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@@ -1766,9 +1766,9 @@ void Render2D::FillTriangles(const Span<Vector2>& vertices, const Span<Color>& c
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Render2DDrawCall& drawCall = DrawCalls.AddOne();
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Render2DDrawCall& drawCall = DrawCalls.AddOne();
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drawCall.Type = useAlpha ? DrawCallType::FillRect : DrawCallType::FillRectNoAlpha;
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drawCall.Type = useAlpha ? DrawCallType::FillRect : DrawCallType::FillRectNoAlpha;
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drawCall.StartIB = IBIndex;
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drawCall.StartIB = IBIndex;
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drawCall.CountIB = vertices.Count();
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drawCall.CountIB = vertices.Length();
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for (int32 i = 0; i < vertices.Count(); i += 3)
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for (int32 i = 0; i < vertices.Length(); i += 3)
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WriteTri(vertices[i], vertices[i + 1], vertices[i + 2], colors[i], colors[i + 1], colors[i + 2]);
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WriteTri(vertices[i], vertices[i + 1], vertices[i + 2], colors[i], colors[i + 1], colors[i + 2]);
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}
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}
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