Add a safety against vertcache breaking uv checks.

This commit is contained in:
Unknown W. Brackets 2015-09-13 11:09:21 -07:00
parent 31106d063c
commit 88eea00fe4
2 changed files with 5 additions and 0 deletions

View File

@ -694,6 +694,9 @@ void TransformDrawEngineDX9::DoFlush() {
if (!useElements && indexGen.PureCount()) {
vai->numVerts = indexGen.PureCount();
}
_dbg_assert_msg_(G3D, gstate_c.vertMinV >= gstate_c.vertMaxV, "Should not have checked UVs when caching.");
void * pVb;
u32 size = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
pD3Ddevice->CreateVertexBuffer(size, D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &vai->vbo, NULL);

View File

@ -684,6 +684,8 @@ void TransformDrawEngine::DoFlush() {
vai->numVerts = indexGen.PureCount();
}
_dbg_assert_msg_(G3D, gstate_c.vertMinV >= gstate_c.vertMaxV, "Should not have checked UVs when caching.");
vai->vbo = AllocateBuffer();
glstate.arrayBuffer.bind(vai->vbo);
glBufferData(GL_ARRAY_BUFFER, dec_->GetDecVtxFmt().stride * indexGen.MaxIndex(), decoded, GL_STATIC_DRAW);