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