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