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Fix a crash if an instanced property has a step rate of 0
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@@ -225,10 +225,10 @@ void D3D11Replay::RenderMesh(uint32_t eventId, const vector<MeshFormat> &seconda
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// we source all data from the first instanced value in the instanced case, so make sure we
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// offset correctly here.
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if(cfg.position.instanced)
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if(cfg.position.instanced && cfg.position.instStepRate)
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offs[0] += cfg.position.vertexByteStride * (cfg.curInstance / cfg.position.instStepRate);
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if(cfg.second.instanced)
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if(cfg.second.instanced && cfg.second.instStepRate)
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offs[1] += cfg.second.vertexByteStride * (cfg.curInstance / cfg.second.instStepRate);
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{
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