Only apply vertexOffset when fetching input vertex data

This commit is contained in:
baldurk
2014-11-27 23:16:20 +00:00
parent c7e83dcaf2
commit ad352cebc3
+2 -1
View File
@@ -5008,7 +5008,8 @@ void D3D11DebugManager::RenderMesh(uint32_t frameID, const vector<uint32_t> &eve
byte *dataEnd = data + m_HighlightCache.data.size();
data += cfg.position.offset; // to start of position data
data += drawcall->vertexOffset*cfg.position.stride; // to first vertex
if(stage == eMeshDataStage_VSIn)
data += drawcall->vertexOffset*cfg.position.stride; // to first vertex
///////////////////////////////////////////////////////////////
// vectors to be set from buffers, depending on topology