diff --git a/Engine/source/ts/tsSortedMesh.cpp b/Engine/source/ts/tsSortedMesh.cpp index 8a88ff319..a2f5742a0 100644 --- a/Engine/source/ts/tsSortedMesh.cpp +++ b/Engine/source/ts/tsSortedMesh.cpp @@ -80,10 +80,10 @@ bool TSSortedMesh::buildConvexHull() S32 TSSortedMesh::getNumPolys() { S32 count = 0; - S32 cIdx = !clusters.size() ? -1 : 0; + S32 cIdx = !mClusters.size() ? -1 : 0; while (cIdx>=0) { - Cluster & cluster = clusters[cIdx]; + Cluster & cluster = mClusters[cIdx]; for (S32 i=cluster.startPrimitive; i clusters; ///< All of the clusters of primitives to be drawn - Vector startCluster; ///< indexed by frame number - Vector firstVerts; ///< indexed by frame number - Vector numVerts; ///< indexed by frame number - Vector firstTVerts; ///< indexed by frame number or matFrame number, depending on which one animates (never both) + Vector mClusters; ///< All of the clusters of primitives to be drawn + Vector mStartCluster; ///< indexed by frame number + Vector mFirstVerts; ///< indexed by frame number + Vector mNumVerts; ///< indexed by frame number + Vector mFirstTVerts; ///< indexed by frame number or matFrame number, depending on which one animates (never both) /// sometimes, we want to write the depth value to the frame buffer even when object is translucent - bool alwaysWriteDepth; + bool mAlwaysWriteDepth; // render methods.. void render(S32 frame, S32 matFrame, TSMaterialList *);