WinRT: fixed a line-rendering bug in the D3D 11.1 backend
diff --git a/src/render/direct3d11/SDL_render_d3d11.cpp b/src/render/direct3d11/SDL_render_d3d11.cpp
index c9e11b5..292ecfb 100644
--- a/src/render/direct3d11/SDL_render_d3d11.cpp
+++ b/src/render/direct3d11/SDL_render_d3d11.cpp
@@ -1539,7 +1539,7 @@ D3D11_RenderDrawLines(SDL_Renderer * renderer,
D3D11_RenderStartDrawOp(renderer);
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
- if (D3D11_UpdateVertexBuffer(renderer,&vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
SDL_stack_free(vertices);
return -1;
}