Don't set 0 patch vertices

* This likely comes from capturing without tessellation and retrieving 0, and
  replaying with tessellation. For this case we don't need to set the number of
  vertices at all.
This commit is contained in:
baldurk
2021-01-04 11:31:20 +00:00
parent 2fb48704ee
commit a89e6e9722
+2 -1
View File
@@ -1672,7 +1672,8 @@ void GLRenderState::ApplyState(WrappedOpenGL *driver)
if(HasExt[ARB_tessellation_shader])
{
GL.glPatchParameteri(eGL_PATCH_VERTICES, PatchParams.numVerts);
if(PatchParams.numVerts > 0)
GL.glPatchParameteri(eGL_PATCH_VERTICES, PatchParams.numVerts);
if(!IsGLES)
{
GL.glPatchParameterfv(eGL_PATCH_DEFAULT_INNER_LEVEL, PatchParams.defaultInnerLevel);