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@@ -430,8 +430,8 @@ void Renderer2D::UpdateViewBatchInfo(ViewBatchInfo2D& viewBatchInfo, Camera* cam
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if (viewBatchInfo.batchUpdatedFrameNumber_ == frame_.frameNumber_)
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return;
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- PODVector<const SourceBatch2D*>& soruceBatches = viewBatchInfo.sourceBatches_;
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- soruceBatches.Clear();
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+ PODVector<const SourceBatch2D*>& sourceBatches = viewBatchInfo.sourceBatches_;
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+ sourceBatches.Clear();
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for (unsigned d = 0; d < drawables_.Size(); ++d)
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{
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if (!drawables_[d]->IsInView(camera))
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@@ -441,11 +441,11 @@ void Renderer2D::UpdateViewBatchInfo(ViewBatchInfo2D& viewBatchInfo, Camera* cam
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for (unsigned b = 0; b < batches.Size(); ++b)
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{
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if (batches[b].material_ && !batches[b].vertices_.Empty())
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- soruceBatches.Push(&batches[b]);
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+ sourceBatches.Push(&batches[b]);
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}
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}
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- Sort(soruceBatches.Begin(), soruceBatches.End(), CompareSourceBatch2Ds);
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+ Sort(sourceBatches.Begin(), sourceBatches.End(), CompareSourceBatch2Ds);
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viewBatchInfo.batchCount_ = 0;
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Material* currMaterial = 0;
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@@ -454,10 +454,10 @@ void Renderer2D::UpdateViewBatchInfo(ViewBatchInfo2D& viewBatchInfo, Camera* cam
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unsigned vStart = 0;
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unsigned vCount = 0;
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- for (unsigned b = 0; b < soruceBatches.Size(); ++b)
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+ for (unsigned b = 0; b < sourceBatches.Size(); ++b)
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{
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- Material* material = soruceBatches[b]->material_;
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- const Vector<Vertex2D>& vertices = soruceBatches[b]->vertices_;
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+ Material* material = sourceBatches[b]->material_;
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+ const Vector<Vertex2D>& vertices = sourceBatches[b]->vertices_;
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// When new material encountered, finish the current batch and start new
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if (currMaterial != material)
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