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@@ -1845,8 +1845,8 @@ namespace bgfx
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void TextVideoMemBlitter::render(uint32_t _numIndices)
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{
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uint32_t numVertices = _numIndices*4/6;
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- s_renderCtx.m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data);
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- s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
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+ s_renderCtx.m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data, true);
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+ s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data, true);
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DX_CHECK(s_renderCtx.m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST
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, 0
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@@ -2028,13 +2028,13 @@ namespace bgfx
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if (0 < m_render->m_iboffset)
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{
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TransientIndexBuffer* ib = m_render->m_transientIb;
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- s_renderCtx.m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
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+ s_renderCtx.m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data, true);
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}
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if (0 < m_render->m_vboffset)
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{
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TransientVertexBuffer* vb = m_render->m_transientVb;
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- s_renderCtx.m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
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+ s_renderCtx.m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data, true);
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}
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m_render->sort();
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