Otherwise any attempted reads later will get a stale value from a
previous particle (only happens with custom affectors though)
Change-Id: Iab3c7736d5c01218174ef8b331057df57b591209
Reviewed-by: Martin Jones <martin.jones@nokia.com>
m_spriteEngine->start(spriteIdx);
writeTo->frameCount = m_spriteEngine->spriteFrames(spriteIdx);
writeTo->frameDuration = m_spriteEngine->spriteDuration(spriteIdx);
+ writeTo->animIdx = 0;//Always starts at 0
writeTo->animX = m_spriteEngine->spriteX(spriteIdx);
writeTo->animY = m_spriteEngine->spriteY(spriteIdx);
writeTo->animWidth = m_spriteEngine->spriteWidth(spriteIdx);
writeTo->animT = datum->t;
writeTo->frameCount = 1;
writeTo->frameDuration = 60000000.0;
+ writeTo->animIdx = 0;
writeTo->animT = 0;
writeTo->animX = writeTo->animY = 0;
writeTo->animWidth = getState<ImageMaterialData>(m_material)->animSheetSize.width();