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Thin3D: use 16-bit indices. Fixes #12898. #12903

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merged 1 commit into from
May 15, 2020
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@hrydgard hrydgard added this to the v1.10.0 milestone May 15, 2020
@@ -437,7 +438,8 @@ void PresentationCommon::CopyToOutput(OutputFlags flags, int uvRotation, float u
// Make sure Direct3D 11 clears state, since we set shaders outside Draw.
draw_->BindPipeline(nullptr);

int indexes[] = { 0, 1, 2, 0, 2, 3 };
// Wouldn't it be enough to do this only when creating the index buffer?
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@unknownbrackets unknownbrackets May 15, 2020

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Yeah, we should probably move it there and just do it once. I copied from softgpu and wasn't sure if I wanted to make it use a strip/fan (even then we can do once, of course.)

-[Unknown]

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@hrydgard hrydgard May 15, 2020

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Fans are a bit poorly supported in APIs so I'd stay away from those, but a strip should work, right? Either way, I'll do that separately, want to get this in ASAP.

@hrydgard hrydgard merged commit 2527a66 into master May 15, 2020
@hrydgard hrydgard deleted the thin3d-16bit-indices branch May 15, 2020 16:19
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2 participants