Fixed bug #4671 - D3D_QueueGeometry: use "count / 3" (Thanks alittlesail!)
diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index f4d06f5..f57598b 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -1493,10 +1493,10 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
const size_t first = cmd->data.draw.first;
SetDrawState(data, cmd);
if (vbo) {
- IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLELIST, (UINT) (first / sizeof (Vertex)), (UINT) count);
+ IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLELIST, (UINT) (first / sizeof (Vertex)), (UINT) count / 3);
} else {
const Vertex* verts = (Vertex*)(((Uint8*)vertices) + first);
- IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT) count, verts, sizeof(Vertex));
+ IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT) count / 3, verts, sizeof(Vertex));
}
#endif
break;