Fix primitive count calculation for topology conversion (#3763)
Luigi's Mansion 3 performs a non-index quads draw with 6 vertices. It's meant to ignore the last two, but the index pattern's primitive count calculation was rounding up. No idea why the game does this but this should fix random triangles in the map.
This commit is contained in:
parent
49eadbc209
commit
2b50e52e48
@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Vulkan
|
|||||||
|
|
||||||
public int GetPrimitiveCount(int vertexCount)
|
public int GetPrimitiveCount(int vertexCount)
|
||||||
{
|
{
|
||||||
return Math.Max(0, ((vertexCount - BaseIndex) + IndexStride - 1) / IndexStride);
|
return Math.Max(0, (vertexCount - BaseIndex) / IndexStride);
|
||||||
}
|
}
|
||||||
|
|
||||||
public int GetConvertedCount(int indexCount)
|
public int GetConvertedCount(int indexCount)
|
||||||
|
Loading…
Reference in New Issue
Block a user