[spline/bezier]minor fix

This commit is contained in:
xebra 2018-01-30 18:10:11 +09:00
parent 30c3c87da8
commit d8ccc1c2b5

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