Don't initialise whole pass worth of postVS buffers unless we need it

This commit is contained in:
baldurk
2016-06-08 11:40:32 -07:00
parent 88695370fd
commit 0105967ebc
+1 -1
View File
@@ -158,7 +158,7 @@ void ReplayOutput::RefreshOverlay()
m_pDevice->InitPostVSBuffers(draw->eventID);
if(!m_RenderData.meshDisplay.showWholePass && !passEvents.empty())
if(m_RenderData.meshDisplay.showWholePass && !passEvents.empty())
{
m_pDevice->InitPostVSBuffers(passEvents);