diff --git a/Common/GPU/OpenGL/thin3d_gl.cpp b/Common/GPU/OpenGL/thin3d_gl.cpp index ea228f5280..58a03f57da 100644 --- a/Common/GPU/OpenGL/thin3d_gl.cpp +++ b/Common/GPU/OpenGL/thin3d_gl.cpp @@ -1439,7 +1439,7 @@ void OpenGLContext::DrawIndexedUP(const void *vdata, int vertexCount, const void memcpy(dest, idata, idataSize); ApplySamplers(); - renderManager_.DrawIndexed(curPipeline_->inputLayout->inputLayout_, vbuf, voffset, ibuf, ioffset, curPipeline_->prim, 0, GL_UNSIGNED_SHORT, vertexCount); + renderManager_.DrawIndexed(curPipeline_->inputLayout->inputLayout_, vbuf, voffset, ibuf, ioffset, curPipeline_->prim, indexCount, GL_UNSIGNED_SHORT, 1); } void OpenGLContext::DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice draws) { @@ -1469,7 +1469,7 @@ void OpenGLContext::DrawIndexedClippedBatchUP(const void *vdata, int vertexCount scissor.w = draw.clipw; scissor.h = draw.cliph; renderManager_.SetScissor(scissor); - renderManager_.DrawIndexed(curPipeline_->inputLayout->inputLayout_, vbuf, voffset, ibuf, ioffset + draw.indexOffset * indexSize, curPipeline_->prim, 0, GL_UNSIGNED_SHORT, draw.indexCount); + renderManager_.DrawIndexed(curPipeline_->inputLayout->inputLayout_, vbuf, voffset, ibuf, ioffset + draw.indexOffset * indexSize, curPipeline_->prim, draw.indexCount, GL_UNSIGNED_SHORT, 1); } }