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- fix model rendering glitch
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d413581ee2
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2 changed files with 9 additions and 4 deletions
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@ -476,12 +476,16 @@ void VkRenderState::ApplyMatrices()
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void VkRenderState::ApplyVertexBuffers()
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{
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if (mVertexBuffer != mLastVertexBuffer && mVertexBuffer)
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if ((mVertexBuffer != mLastVertexBuffer || mVertexOffsets[0] != mLastVertexOffsets[0] || mVertexOffsets[1] != mLastVertexOffsets[1]) && mVertexBuffer)
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{
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VkBuffer vertexBuffers[] = { static_cast<VKVertexBuffer*>(mVertexBuffer)->mBuffer->buffer };
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VkDeviceSize offsets[] = { 0 };
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mCommandBuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets);
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auto vkbuf = static_cast<VKVertexBuffer*>(mVertexBuffer);
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const auto &format = GetVulkanFrameBuffer()->GetRenderPassManager()->VertexFormats[vkbuf->VertexFormat];
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VkBuffer vertexBuffers[2] = { vkbuf->mBuffer->buffer, vkbuf->mBuffer->buffer };
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VkDeviceSize offsets[] = { mVertexOffsets[0] * format.Stride, mVertexOffsets[1] * format.Stride };
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mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
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mLastVertexBuffer = mVertexBuffer;
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mLastVertexOffsets[0] = mVertexOffsets[0];
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mLastVertexOffsets[1] = mVertexOffsets[1];
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}
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if (mIndexBuffer != mLastIndexBuffer && mIndexBuffer)
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@ -105,6 +105,7 @@ protected:
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VSMatrix mIdentityMatrix;
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int mLastVertexOffsets[2] = { 0, 0 };
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IVertexBuffer *mLastVertexBuffer = nullptr;
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IIndexBuffer *mLastIndexBuffer = nullptr;
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