Made Sheet.Texture into Sheet.GetTexture() since we will want to call it for side-effects.

Do the same for Sheet.Data since it has the side effect of generating a buffer.
This commit is contained in:
RoosterDragon
2014-10-14 17:02:48 +01:00
committed by RoosterDragon
parent ff16690b86
commit a6f5a21ed4
9 changed files with 25 additions and 31 deletions

View File

@@ -257,7 +257,7 @@ namespace OpenRA.Graphics
float[] ambientLight, float[] diffuseLight,
int colorPalette, int normalsPalette)
{
shader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
shader.SetTexture("DiffuseTexture", renderData.Sheet.GetTexture());
shader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes,
(normalsPalette + 0.5f) / HardwarePalette.MaxPalettes);
shader.SetMatrix("TransformMatrix", t);