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Add a safety against vertcache breaking uv checks.
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31106d063c
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@ -694,6 +694,9 @@ void TransformDrawEngineDX9::DoFlush() {
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if (!useElements && indexGen.PureCount()) {
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vai->numVerts = indexGen.PureCount();
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}
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_dbg_assert_msg_(G3D, gstate_c.vertMinV >= gstate_c.vertMaxV, "Should not have checked UVs when caching.");
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void * pVb;
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u32 size = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
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pD3Ddevice->CreateVertexBuffer(size, D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &vai->vbo, NULL);
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@ -684,6 +684,8 @@ void TransformDrawEngine::DoFlush() {
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vai->numVerts = indexGen.PureCount();
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}
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_dbg_assert_msg_(G3D, gstate_c.vertMinV >= gstate_c.vertMaxV, "Should not have checked UVs when caching.");
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vai->vbo = AllocateBuffer();
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glstate.arrayBuffer.bind(vai->vbo);
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glBufferData(GL_ARRAY_BUFFER, dec_->GetDecVtxFmt().stride * indexGen.MaxIndex(), decoded, GL_STATIC_DRAW);
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