* use dynamic maxSurfaceVerts (user preference/game define) in 'force meta process for a surface' decision (was hardcoded)
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@ -121,9 +121,6 @@
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#define MAX_SHADER_INFO 8192
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#define MAX_SHADER_INFO 8192
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#define MAX_CUST_SURFACEPARMS 256
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#define MAX_CUST_SURFACEPARMS 256
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#define SHADER_MAX_VERTEXES 1000
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#define SHADER_MAX_INDEXES ( 6 * SHADER_MAX_VERTEXES )
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#define MAX_JITTERS 256
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#define MAX_JITTERS 256
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@ -469,7 +469,7 @@ void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds ){
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----------------------------------------------------------------- */
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----------------------------------------------------------------- */
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if ( ds->type != ESurfaceType::Patch && ds->type != ESurfaceType::Face ) {
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if ( ds->type != ESurfaceType::Patch && ds->type != ESurfaceType::Face ) {
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if ( ds->numVerts > SHADER_MAX_VERTEXES ) {
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if ( ds->numVerts > maxSurfaceVerts ) {
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ds->type = ESurfaceType::ForcedMeta;
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ds->type = ESurfaceType::ForcedMeta;
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}
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}
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}
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}
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