fix(font): add temporary workaround for scroll frames rendering

This commit is contained in:
VDm 2025-06-21 23:07:47 +04:00
parent 838558115d
commit d955f0cbd2
2 changed files with 3 additions and 3 deletions

View File

@ -925,7 +925,7 @@ LPDIRECT3DVERTEXBUFFER9 CGxDeviceD3d::ICreateD3dVB(EGxPoolUsage usage, uint32_t
LPDIRECT3DVERTEXBUFFER9 vertexBuf = nullptr;
if (SUCCEEDED(this->m_d3dDevice->CreateVertexBuffer(size, d3dUsage, D3DFMT_INDEX16, d3dPool, &vertexBuf, nullptr))) {
if (SUCCEEDED(this->m_d3dDevice->CreateVertexBuffer(size, d3dUsage, 0, d3dPool, &vertexBuf, nullptr))) {
return vertexBuf;
}

View File

@ -139,9 +139,9 @@ void BATCHEDRENDERFONTDESC::RenderBatch() {
this->m_face->m_textureCache[i].UpdateDirty();
}
int32_t maxBatchCapacity = 2048;
const int32_t maxBatchCapacity = 4096; // WORKAROUND! It should be 2048;
CGxBuf* vertexStream = g_theGxDevicePtr->BufStream(GxPoolTarget_Vertex, 0x18, maxBatchCapacity);
CGxBuf* vertexStream = g_theGxDevicePtr->BufStream(GxPoolTarget_Vertex, sizeof(CGxVertexPCT), maxBatchCapacity);
char* vertexData = g_theGxDevicePtr->BufLock(vertexStream);
CGxVertexPCT* vertexBuf = reinterpret_cast<CGxVertexPCT*>(vertexData);