[RE] Raise the UI draw capture's vertex dump from 8 to 64
8 vertices is TWO QUADS. A batched UI draw carries more: on Project Sylpheed's EXTRAS screen one 24-index draw holds six sprites, and truncating at 8 reported the first two while ptframe4, pteff21, pteff22 and pteff23 looked like elements the game never draws at all. A cap that hides geometry is worse than a long line, because the missing rows do not announce themselves.
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@@ -374,9 +374,15 @@ void CommandProcessor::CaptureUiDrawForRE(
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return (uint32_t(q[0]) << 24) | (uint32_t(q[1]) << 16) |
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(uint32_t(q[2]) << 8) | uint32_t(q[3]);
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};
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// 🔴 This was 8, and 8 is TWO QUADS. A batched UI draw carries more: on
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// `EXTRAS` one 24-index draw holds six sprites, and truncating at 8
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// reported the first two and silently dropped `ptframe4`, `pteff21`,
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// `pteff22` and `pteff23` — which then looked like elements the game does
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// not draw at all. A cap that hides geometry is worse than a long line,
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// because the missing rows do not announce themselves.
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uint32_t nv = uint32_t(init.num_indices);
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if (nv > 8) {
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nv = 8;
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if (nv > 64) {
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nv = 64;
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}
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ui_out << fmt::format(" fmt0={} v:", pos_fmt);
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for (uint32_t v = 0; v < nv; ++v) {
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