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[spline/bezier]minor fix
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@ -881,7 +881,7 @@ void DrawEngineCommon::SubmitSpline(const void *control_points, const void *indi
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*bytesRead = count_u * count_v * origVDecoder->VertexSize();
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// Simplify away bones and morph before proceeding
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SimpleVertex *simplified_control_points = (SimpleVertex *)managedBuf.Allocate(sizeof(SimpleVertex) * index_upper_bound + 1);
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SimpleVertex *simplified_control_points = (SimpleVertex *)managedBuf.Allocate(sizeof(SimpleVertex) * (index_upper_bound + 1));
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u8 *temp_buffer = managedBuf.Allocate(sizeof(SimpleVertex) * count_u * count_v);
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u32 origVertType = vertType;
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@ -969,7 +969,7 @@ void DrawEngineCommon::SubmitBezier(const void *control_points, const void *indi
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// Simplify away bones and morph before proceeding
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// There are normally not a lot of control points so just splitting decoded should be reasonably safe, although not great.
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SimpleVertex *simplified_control_points = (SimpleVertex *)managedBuf.Allocate(sizeof(SimpleVertex) * index_upper_bound + 1);
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SimpleVertex *simplified_control_points = (SimpleVertex *)managedBuf.Allocate(sizeof(SimpleVertex) * (index_upper_bound + 1));
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u8 *temp_buffer = managedBuf.Allocate(sizeof(SimpleVertex) * count_u * count_v);
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u32 origVertType = vertType;
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