Don't multiply mesh output size by num instances twice in GL

This commit is contained in:
baldurk
2017-10-23 13:38:53 +01:00
parent faf93fa2ac
commit fe35c4e033
+2 -2
View File
@@ -3619,7 +3619,7 @@ void GLReplay::InitPostVSBuffers(uint32_t eventID)
if(!(drawcall->flags & DrawFlags::UseIBuffer))
{
uint32_t outputSize = drawcall->numIndices * drawcall->numInstances * stride;
uint32_t outputSize = drawcall->numIndices * stride;
if(drawcall->flags & DrawFlags::Instanced)
outputSize *= drawcall->numInstances;
@@ -3732,7 +3732,7 @@ void GLReplay::InitPostVSBuffers(uint32_t eventID)
gl.glNamedBufferDataEXT(indexSetBuffer, sizeof(uint32_t) * indices.size(), &indices[0],
eGL_STATIC_DRAW);
uint32_t outputSize = (uint32_t)indices.size() * drawcall->numInstances * stride;
uint32_t outputSize = (uint32_t)indices.size() * stride;
if(drawcall->flags & DrawFlags::Instanced)
outputSize *= drawcall->numInstances;