| Summary: | Direct3D11 D3D11_UpdateVertexBuffer does not bind VBO when an already created VBO is used | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Konrad <iryont> |
| Component: | render | Assignee: | Ryan C. Gordon <icculus> |
| Status: | RESOLVED FIXED | QA Contact: | Sam Lantinga <slouken> |
| Severity: | blocker | ||
| Priority: | P2 | Keywords: | target-2.0.12 |
| Version: | HG 2.1 | ||
| Hardware: | x86_64 | ||
| OS: | Windows 10 | ||
| Attachments: | Patch | ||
|
Description
Konrad
2019-12-22 16:27:37 UTC
My bad, here is the video: https://www.youtube.com/watch?v=hIu01zdC8hc Geez, I'm seriously blind. The vertex buffer isn't bound with ID3D11DeviceContext_IASetVertexBuffers. https://docs.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-iasetvertexbuffers It is only done when vertex buffer is created and that is why it worked before, but it should always be bound after being updated. Created attachment 4135 [details]
Patch
Here is the patch for fixing this issue. Vertex buffer is now always bind when used.
Good catch, this patch is now https://hg.libsdl.org/SDL/rev/d5b022b3511c, thanks! --ryan. |