numVertices = elementBufferCount;
firstVertex = elementBufferOffset;
}
- else if(mVertexBuffers.Count() > 0)
- {
- // truncated, no value loss happening in practice
- numVertices = static_cast<uint32_t>(mVertexBuffers[0]->GetRenderableElementCount());
- }
// In case we have more buffers, we select buffer with less elements to render
// TODO: we may eventually support wrapping around buffers????
else if(mVertexBuffers.Count() > 1)
}
numVertices = elementsCount;
}
+ else if(mVertexBuffers.Count() == 1)
+ {
+ // truncated, no value loss happening in practice
+ numVertices = static_cast<uint32_t>(mVertexBuffers[0]->GetRenderableElementCount());
+ }
// Issue draw call only if there's non-zero numVertices
if(numVertices)