Reset tess.numVertexes in the end of RB_EndSurface.

This gives us more consistent state and  avoids potentially unnecessary draw calls due to RB_CheckOverflow.
This commit is contained in:
Artem Kharytoniuk
2017-04-13 11:51:43 +03:00
parent c208817246
commit e557f6cf82

View File

@@ -1015,6 +1015,7 @@ void RB_EndSurface( void ) {
}
// clear shader so we can tell we don't have any unclosed surfaces
tess.numIndexes = 0;
tess.numVertexes = 0;
GLimp_LogComment( "----------\n" );
}