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- fixed fillSimplePoly for indexed data.
On OpenGL this merely caused some visual glitches on the cheat automap - but the bad data in the buffer can make Vulkan abort entirely.
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1 changed files with 3 additions and 2 deletions
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@ -485,10 +485,10 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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mVertices[poly.mVertIndex+i].Set(points[i].X, points[i].Y, 0, u*uscale, v*vscale, color0);
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}
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poly.mIndexIndex = mIndices.Size();
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poly.mIndexCount += (npoints - 2) * 3;
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if (indices == nullptr || indexcount == 0)
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{
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poly.mIndexCount += (npoints - 2) * 3;
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for (int i = 2; i < npoints; ++i)
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{
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AddIndices(poly.mVertIndex, 3, 0, i - 1, i);
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@ -496,10 +496,11 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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}
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else
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{
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poly.mIndexCount += (int)indexcount;
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int addr = mIndices.Reserve(indexcount);
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for (size_t i = 0; i < indexcount; i++)
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{
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mIndices[addr + i] = addr + indices[i];
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mIndices[addr + i] = poly.mVertIndex + indices[i];
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}
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}
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