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Ditch a silly vertex count limit that only makes sense for GLES, so move it there.
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@ -137,13 +137,6 @@ void SoftwareTransform(
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
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// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
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#if defined(MOBILE_DEVICE)
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if (vertexCount > 0x10000/3)
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vertexCount = 0x10000/3;
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#endif
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float uscale = 1.0f;
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float uscale = 1.0f;
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float vscale = 1.0f;
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float vscale = 1.0f;
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if (throughmode) {
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if (throughmode) {
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@ -701,8 +701,15 @@ rotateVBO:
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params.allowSeparateAlphaClear = true;
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params.allowSeparateAlphaClear = true;
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int maxIndex = indexGen.MaxIndex();
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int maxIndex = indexGen.MaxIndex();
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int vertexCount = indexGen.VertexCount();
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// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
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#if defined(MOBILE_DEVICE)
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if (vertexCount > 0x10000 / 3)
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vertexCount = 0x10000 / 3;
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#endif
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SoftwareTransform(
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SoftwareTransform(
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prim, indexGen.VertexCount(),
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prim, vertexCount,
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dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
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dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
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maxIndex, drawBuffer, numTrans, drawIndexed, ¶ms, &result);
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maxIndex, drawBuffer, numTrans, drawIndexed, ¶ms, &result);
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ApplyDrawStateLate();
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ApplyDrawStateLate();
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