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Fix incorrect size calculation in GL mesh picking code
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@@ -1097,7 +1097,7 @@ uint32_t GLReplay::PickVertex(uint32_t eventID, MeshDisplay cfg, uint32_t x, uin
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SAFE_DELETE_ARRAY(outidxs);
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}
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if(DebugData.pickVBBuf == 0 || DebugData.pickVBSize < cfg.position.numVerts * sizeof(uint32_t))
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if(DebugData.pickVBBuf == 0 || DebugData.pickVBSize < cfg.position.numVerts * sizeof(Vec4f))
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{
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gl.glDeleteBuffers(1, &DebugData.pickVBBuf);
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