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Fix usage of index offsets in RenderingDevice #86852
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The change makes sense to me. But I would like @RandomShaper to confirm that its fine to merge
I acknowledge the issue boils down to the offset being applied twice. However, I'd like to state a different take on the solution. To me, the drivers are doing the right thing. I mean, at their level of abstraction, they have no knowledge about what the offset is for, so they must just apply it. The problem lies at the This (untested) patch is what I'd do: |
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As described previously in #68293, |
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Looks great! Sorry for breaking this twice now 😬
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Rebased. Confirmed that this works with my MRP and my more complex test case of Dear ImGui meshes (https://github.com/pkdawson/imgui-godot), with no other obvious bugs. |
Thanks! |
Fixes #86838
Removed duplicate usage of index offset. I tested Direct3D on Windows 11, it looks like it works the same way as Vulkan in this respect, so it also required a fix to render correctly.