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fix(font): add temporary workaround for scroll frames rendering
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838558115d
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2 changed files with 3 additions and 3 deletions
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@ -925,7 +925,7 @@ LPDIRECT3DVERTEXBUFFER9 CGxDeviceD3d::ICreateD3dVB(EGxPoolUsage usage, uint32_t
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LPDIRECT3DVERTEXBUFFER9 vertexBuf = nullptr;
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LPDIRECT3DVERTEXBUFFER9 vertexBuf = nullptr;
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if (SUCCEEDED(this->m_d3dDevice->CreateVertexBuffer(size, d3dUsage, D3DFMT_INDEX16, d3dPool, &vertexBuf, nullptr))) {
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if (SUCCEEDED(this->m_d3dDevice->CreateVertexBuffer(size, d3dUsage, 0, d3dPool, &vertexBuf, nullptr))) {
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return vertexBuf;
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return vertexBuf;
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}
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}
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@ -139,9 +139,9 @@ void BATCHEDRENDERFONTDESC::RenderBatch() {
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this->m_face->m_textureCache[i].UpdateDirty();
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this->m_face->m_textureCache[i].UpdateDirty();
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}
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}
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int32_t maxBatchCapacity = 2048;
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const int32_t maxBatchCapacity = 4096; // WORKAROUND! It should be 2048;
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CGxBuf* vertexStream = g_theGxDevicePtr->BufStream(GxPoolTarget_Vertex, 0x18, maxBatchCapacity);
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CGxBuf* vertexStream = g_theGxDevicePtr->BufStream(GxPoolTarget_Vertex, sizeof(CGxVertexPCT), maxBatchCapacity);
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char* vertexData = g_theGxDevicePtr->BufLock(vertexStream);
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char* vertexData = g_theGxDevicePtr->BufLock(vertexStream);
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CGxVertexPCT* vertexBuf = reinterpret_cast<CGxVertexPCT*>(vertexData);
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CGxVertexPCT* vertexBuf = reinterpret_cast<CGxVertexPCT*>(vertexData);
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