Fix incorrect size calculation in GL mesh picking code

This commit is contained in:
baldurk committed 2016-06-08 11:04:09 -07:00
1 parent d41c9538de
commit 59484fa380
1 file changed
+1 -1
+1 -1
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@@ -1097,7 +1097,7 @@ uint32_t GLReplay::PickVertex(uint32_t eventID, MeshDisplay cfg, uint32_t x, uin
SAFE_DELETE_ARRAY(outidxs);
}
if(DebugData.pickVBBuf == 0 || DebugData.pickVBSize < cfg.position.numVerts * sizeof(uint32_t))
if(DebugData.pickVBBuf == 0 || DebugData.pickVBSize < cfg.position.numVerts * sizeof(Vec4f))
{
gl.glDeleteBuffers(1, &DebugData.pickVBBuf);