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Adds proper IBuffer usage instead of dynamic flag.
Comments By: phosit Differential Revision: https://code.wildfiregames.com/D5281 This was SVN commit r28107.
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2023 Wildfire Games.
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/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -649,7 +649,8 @@ void WaterManager::CreateWaveMeshes()
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// Generic indexes, max-length
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m_ShoreWavesVBIndices = g_Renderer.GetVertexBufferManager().AllocateChunk(
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sizeof(u16), water_indices.size(),
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Renderer::Backend::IBuffer::Type::INDEX, false,
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Renderer::Backend::IBuffer::Type::INDEX,
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Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
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nullptr, CVertexBufferManager::Group::WATER);
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m_ShoreWavesVBIndices->m_Owner->UpdateChunkVertices(m_ShoreWavesVBIndices.Get(), &water_indices[0]);
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@@ -878,7 +879,8 @@ void WaterManager::CreateWaveMeshes()
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shoreWave->m_VBVertices = g_Renderer.GetVertexBufferManager().AllocateChunk(
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sizeof(SWavesVertex), vertices.size(),
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Renderer::Backend::IBuffer::Type::VERTEX, false,
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Renderer::Backend::IBuffer::Type::VERTEX,
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Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
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nullptr, CVertexBufferManager::Group::WATER);
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shoreWave->m_VBVertices->m_Owner->UpdateChunkVertices(shoreWave->m_VBVertices.Get(), &vertices[0]);
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