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Correct bezier handling for 0 division.
This should still be drawn and treated as 1.
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0cd44e838b
commit
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1 file changed
+8
@@ -960,6 +960,14 @@ void DrawEngineCommon::SubmitBezier(const void *control_points, const void *indi
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// We shouldn't really split up into separate 4x4 patches, instead we should do something that works
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// like the splines, so we subdivide across the whole "mega-patch".
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// If specified as 0, uses 1.
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if (tess_u < 1) {
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tess_u = 1;
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}
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if (tess_v < 1) {
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tess_v = 1;
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}
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u16 *inds = quadIndices_;
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int maxVertices = SPLINE_BUFFER_SIZE / vertexSize;
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for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
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