release vertex buffers before growing
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@ -1004,7 +1004,10 @@ void renderer_cmd_buffer_send_to_gpu(struct renderer_cmd_buffer *cmdbuff)
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.BindFlags = D3D11_BIND_VERTEX_BUFFER,
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.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE
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};
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/* TODO: Assert res >= 0 (success) */
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/* TODO: Error checking */
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if (buffer->gpu_vertex_buffer) {
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ID3D11Buffer_Release(buffer->gpu_vertex_buffer);
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}
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ID3D11Device_CreateBuffer(G.dev, &desc, NULL, &buffer->gpu_vertex_buffer);
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}
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@ -1017,7 +1020,10 @@ void renderer_cmd_buffer_send_to_gpu(struct renderer_cmd_buffer *cmdbuff)
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.BindFlags = D3D11_BIND_INDEX_BUFFER,
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.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE
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};
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/* TODO: Assert res >= 0 (success) */
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/* TODO: Error checking */
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if (buffer->gpu_index_buffer) {
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ID3D11Buffer_Release(buffer->gpu_index_buffer);
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}
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ID3D11Device_CreateBuffer(G.dev, &desc, NULL, &buffer->gpu_index_buffer);
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}
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