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- Fixes #22104 NFS Most Wanted's music visualizer is a 32x16 spline of lines at 8x8 tessellation: 144768 indices, which software transform expands to far more than VERTEX_BUFFER_MAX vertices, so SubmitPrim splits it and flushes between the parts. The curve's indices sat at the start of decIndex_, where each flush writes its generated and expanded indices, so the first flush overwrote most of the later parts and about half the visualizer was lost. Tessellate the indices into the upper half instead, and don't use the predecoded output for a curve that will be split, as the flushes decode over it. The game also sends an empty PRIM with VADDR 0 every frame, which the hardware backends logged as a bad vertex address. Skip zero-count PRIMs before the address check, as the software renderer does. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>