Goat Simulator 3 draws a triangle list whose indices are all 0xffffffff with primitive restart off. Each fetch past a descriptor's records reads zeros (out-of-bounds select 0 or 1), but the zero-padded vertex copies were sized to the highest index: 160 GiB, which vkAllocateMemory refused. When the highest index is at least 64Ki vertices past the largest per-vertex record count, the draw now uses a copy of its indices with every index past that count moved to it. Each attribute reads zeros there as at the original index; only the vertex index the shader sees changes, so indices closer to the records are left as they are. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| .. | ||
| ARCHITECTURE.md | ||
| BUILD.md | ||
| CONVENTIONS.md | ||
| HW_ORACLE.md | ||
| PROGRESS.md | ||
| TechnicalDebt.md | ||