Always use a 16 bit index array for quad indices, with multiple draws when necessary. See issue #1356.

This commit is contained in:
Alex Szpakowski
2017-12-24 15:54:03 -04:00
parent 0b7cb4a353
commit 3fb621af95
8 changed files with 97 additions and 231 deletions
+1 -2
View File
@@ -232,7 +232,7 @@ bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, b
// index buffer objects, since the shared index buffer used by QuadIndices
// objects is destroyed when the last object is destroyed.
if (quadIndices == nullptr)
quadIndices = new QuadIndices(this, 20);
quadIndices = new QuadIndices(this);
// Restore the graphics state.
restoreState(states.back());
@@ -543,7 +543,6 @@ void Graphics::endPass()
if (mask != 0)
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, mask, GL_NEAREST);
}
}
for (const auto &rt : rts.colors)