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Use 16 bit indices on phones that dont support 32, fixes #19797
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@ -317,9 +317,17 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
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glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
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if (storage->config.support_32_bits_indices) { //should check for
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
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glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
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} else {
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uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
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for (int i = 0; i < p_index_count; i++) {
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index16[i] = uint16_t(p_indices[i]);
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}
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
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glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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@ -4658,6 +4658,13 @@ void RasterizerStorageGLES2::initialize() {
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#else
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config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
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#endif
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#ifdef GLES_OVER_GL
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config.support_32_bits_indices = true;
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#else
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config.support_32_bits_indices = config.extensions.has("GL_OES_element_index_uint");
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#endif
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frame.count = 0;
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frame.delta = 0;
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frame.current_rt = NULL;
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@ -78,6 +78,8 @@ public:
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bool force_vertex_shading;
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bool use_rgba_2d_shadows;
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bool support_32_bits_indices;
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} config;
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struct Resources {
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