OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short
OpenGL ES is only required to support unsigned short for element buffer values. R_DrawElements() firstIndex argument was glIndex_t which caused element indexes to wrap around to 0 when glIndex_t is an unsigned short. (glIndex_t is an index into the vertexes buffer, not element buffer.) Change it to 'int' like tess.firstIndex which is passed to R_DrawElements(). World VAO cache buffer size allowed storing more vertexes than unsigned short glIndex_t could reference. This resulted in the vertex indexes in the element buffer wrapping around to 0.
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3 changed files with 7 additions and 2 deletions
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@ -2016,7 +2016,7 @@ void RB_EndSurface(void);
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void RB_CheckOverflow( int verts, int indexes );
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#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
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void R_DrawElements( int numIndexes, glIndex_t firstIndex );
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void R_DrawElements( int numIndexes, int firstIndex );
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void RB_StageIteratorGeneric( void );
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void RB_StageIteratorSky( void );
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void RB_StageIteratorVertexLitTexture( void );
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