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Don't multiply mesh output size by num instances twice in GL
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@@ -3619,7 +3619,7 @@ void GLReplay::InitPostVSBuffers(uint32_t eventID)
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if(!(drawcall->flags & DrawFlags::UseIBuffer))
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{
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uint32_t outputSize = drawcall->numIndices * drawcall->numInstances * stride;
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uint32_t outputSize = drawcall->numIndices * stride;
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if(drawcall->flags & DrawFlags::Instanced)
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outputSize *= drawcall->numInstances;
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@@ -3732,7 +3732,7 @@ void GLReplay::InitPostVSBuffers(uint32_t eventID)
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gl.glNamedBufferDataEXT(indexSetBuffer, sizeof(uint32_t) * indices.size(), &indices[0],
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eGL_STATIC_DRAW);
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uint32_t outputSize = (uint32_t)indices.size() * drawcall->numInstances * stride;
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uint32_t outputSize = (uint32_t)indices.size() * stride;
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if(drawcall->flags & DrawFlags::Instanced)
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outputSize *= drawcall->numInstances;
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