diff --git a/UI/MiscScreens.cpp b/UI/MiscScreens.cpp index fdfcb6529c..6748c0da87 100644 --- a/UI/MiscScreens.cpp +++ b/UI/MiscScreens.cpp @@ -133,12 +133,14 @@ public: dc.Flush(); dc.BeginNoTex(); - // Be sure to not overflow our vertex buffer - const float step = ceilf(24*bounds.w/ g_display.pixel_in_dps_x) > MAX_VERTS ? 24*bounds.w/(MAX_VERTS-48) : g_display.pixel_in_dps_x; - + // 500 is enough for any resolution really. 24 * 500 = 12000 which fits handily in our UI vertex buffer (max 65536 per flush). + const int steps = std::max(20, std::min((int)g_display.dp_xres, 500)); + float step = (float)g_display.dp_xres / (float)steps; t *= speed; - for (float x = 0; x < bounds.w; x += step) { - float i = x * 1280/bounds.w; + + for (int n = 0; n < steps; n++) { + float x = (float)n * step; + float i = x * 1280 / bounds.w; float wave0 = sin(i*0.005+t*0.8)*0.05 + sin(i*0.002+t*0.25)*0.02 + sin(i*0.001+t*0.3)*0.03 + 0.625; float wave1 = sin(i*0.0044+t*0.4)*0.07 + sin(i*0.003+t*0.1)*0.02 + sin(i*0.001+t*0.3)*0.01 + 0.625;