[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.
This commit is contained in:
Sylpheed RE agent
2026-08-31 07:00:16 +00:00
parent 0f920e6454
commit fa1e4c2214

View File

@@ -374,9 +374,15 @@ void CommandProcessor::CaptureUiDrawForRE(
return (uint32_t(q[0]) << 24) | (uint32_t(q[1]) << 16) |
(uint32_t(q[2]) << 8) | uint32_t(q[3]);
};
// 🔴 This was 8, and 8 is TWO QUADS. A batched UI draw carries more: on
// `EXTRAS` one 24-index draw holds six sprites, and truncating at 8
// reported the first two and silently dropped `ptframe4`, `pteff21`,
// `pteff22` and `pteff23` — which then looked like elements the game does
// not draw at all. A cap that hides geometry is worse than a long line,
// because the missing rows do not announce themselves.
uint32_t nv = uint32_t(init.num_indices);
if (nv > 8) {
nv = 8;
if (nv > 64) {
nv = 64;
}
ui_out << fmt::format(" fmt0={} v:", pos_fmt);
for (uint32_t v = 0; v < nv; ++v) {