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Fix the ImDebugger on OpenGL
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0262cd622f
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c6c9e32d15
@ -1439,7 +1439,7 @@ void OpenGLContext::DrawIndexedUP(const void *vdata, int vertexCount, const void
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memcpy(dest, idata, idataSize);
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ApplySamplers();
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renderManager_.DrawIndexed(curPipeline_->inputLayout->inputLayout_, vbuf, voffset, ibuf, ioffset, curPipeline_->prim, 0, GL_UNSIGNED_SHORT, vertexCount);
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renderManager_.DrawIndexed(curPipeline_->inputLayout->inputLayout_, vbuf, voffset, ibuf, ioffset, curPipeline_->prim, indexCount, GL_UNSIGNED_SHORT, 1);
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}
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void OpenGLContext::DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) {
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@ -1469,7 +1469,7 @@ void OpenGLContext::DrawIndexedClippedBatchUP(const void *vdata, int vertexCount
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scissor.w = draw.clipw;
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scissor.h = draw.cliph;
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renderManager_.SetScissor(scissor);
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renderManager_.DrawIndexed(curPipeline_->inputLayout->inputLayout_, vbuf, voffset, ibuf, ioffset + draw.indexOffset * indexSize, curPipeline_->prim, 0, GL_UNSIGNED_SHORT, draw.indexCount);
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renderManager_.DrawIndexed(curPipeline_->inputLayout->inputLayout_, vbuf, voffset, ibuf, ioffset + draw.indexOffset * indexSize, curPipeline_->prim, draw.indexCount, GL_UNSIGNED_SHORT, 1);
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}
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}
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