assert(ctx->NewState == 0);
if (node->vertex_count > 0) {
- GLuint min_index = node->start_vertex;
- GLuint max_index = min_index + node->vertex_count - 1;
+ GLuint min_index = _vbo_save_get_min_index(node);
+ GLuint max_index = _vbo_save_get_max_index(node);
vbo->draw_prims(ctx,
node->prims,
node->prim_count,