diff --git a/GPU/GLES/Spline.cpp b/GPU/GLES/Spline.cpp index 0e054173ff..9cf30dfa30 100644 --- a/GPU/GLES/Spline.cpp +++ b/GPU/GLES/Spline.cpp @@ -816,6 +816,8 @@ void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int // Simple approximation of the real tesselation factor. // We shouldn't really split up into separate 4x4 patches, instead we should do something that works // like the splines, so we subdivide across the whole "mega-patch". + if (num_patches_u == 0) num_patches_u = 1; + if (num_patches_v == 0) num_patches_v = 1; int tess_u = gstate.getPatchDivisionU() / num_patches_u; int tess_v = gstate.getPatchDivisionV() / num_patches_v; if (tess_u < 4) tess_u = 4;