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This could happen because the vertex memory was already committed, if a uniform buffer allocation failed and caused a command buffer to be executed, it would be associated with the previous command buffer rather than the buffer containing the draw that consumed these vertices. |
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| .. | ||
| D3D | ||
| D3D12 | ||
| Null | ||
| OGL | ||
| Software | ||
| Vulkan | ||
| CMakeLists.txt | ||