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Limit maximum triangles to avoid GL buffer overflow
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@ -13,6 +13,7 @@ using osu.Framework.Graphics.Primitives;
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using osu.Framework.Allocation;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.OpenGL.Buffers;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Lists;
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@ -181,7 +182,10 @@ namespace osu.Game.Graphics.Backgrounds
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private void addTriangles(bool randomY)
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{
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AimCount = (int)(DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio);
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// limited by the maximum size of QuadVertexBuffer for safety.
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const int max_triangles = QuadVertexBuffer<TexturedVertex2D>.MAX_QUADS;
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AimCount = (int)Math.Min(max_triangles, (DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio));
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for (int i = 0; i < AimCount - parts.Count; i++)
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parts.Add(createTriangle(randomY));
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