Fix incorrect vertex layout stride calculation

This commit is contained in:
Wojtek Figat
2024-12-18 18:38:47 +01:00
parent 80299c8552
commit 5b98603c16

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@@ -83,7 +83,8 @@ void GPUVertexLayout::SetElements(const Elements& elements, uint32 offsets[GPU_M
for (int32 i = 0; i < elements.Count(); i++)
{
const VertexElement& e = elements[i];
strides[e.Slot] = Math::Max(strides[e.Slot], offsets[i]);
ASSERT(e.Slot < GPU_MAX_VB_BINDED);
strides[e.Slot] = Math::Max(strides[e.Slot], offsets[e.Slot]);
}
_stride = 0;
for (int32 i = 0; i < GPU_MAX_VB_BINDED; i++)