Fix performance bug in Development/Release builds due to incorrect draw calls batching (uninitialized memory)

This commit is contained in:
Wojtek Figat
2023-09-28 10:59:09 +02:00
parent b7e871ecfd
commit 98d5769558
7 changed files with 7 additions and 34 deletions

View File

@@ -379,9 +379,6 @@ void TextRender::Draw(RenderContext& renderContext)
drawCall.Geometry.VertexBuffers[0] = _vb0.GetBuffer();
drawCall.Geometry.VertexBuffers[1] = _vb1.GetBuffer();
drawCall.Geometry.VertexBuffers[2] = _vb2.GetBuffer();
drawCall.Geometry.VertexBuffersOffsets[0] = 0;
drawCall.Geometry.VertexBuffersOffsets[1] = 0;
drawCall.Geometry.VertexBuffersOffsets[2] = 0;
drawCall.InstanceCount = 1;
// Submit draw calls