/* Allocate a new vertex buffer */
vbuf->max_vertices = vbuf->render->max_vertex_buffer_bytes / vbuf->vertex_size;
- /* even number */
- vbuf->max_vertices = vbuf->max_vertices & ~1;
-
if(vbuf->max_vertices >= UNDEFINED_VERTEX_ID)
vbuf->max_vertices = UNDEFINED_VERTEX_ID - 1;