Tweak Vertex/Index buffer handling a bit.

This commit is contained in:
Jordan Woyak committed 2013-02-27 01:57:02 -06:00
1 parent bd14ad5300
commit 6b80e6f83c
6 files changed
+69 -79

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@@ -136,9 +136,9 @@ void VertexManager::LoadBuffers()
m_triangleDrawIndex = m_indexBufferCursor;
m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
m_pointDrawIndex = m_lineDrawIndex + IndexGenerator::GetLineindexLen();
memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
memcpy((u16*)map.pData + m_triangleDrawIndex, GetTriangleIndexBuffer(), sizeof(u16) * IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_lineDrawIndex, GetLineIndexBuffer(), sizeof(u16) * IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_pointDrawIndex, GetPointIndexBuffer(), sizeof(u16) * IndexGenerator::GetPointindexLen());
D3D::context->Unmap(m_indexBuffers[m_activeIndexBuffer], 0);
m_indexBufferCursor += iCount;
}