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updateTriangles in CTriangleSelector can handle some broken meshes without crash now.
Before it crashed when index-count wasn't a multiple of 3, now it just doesn't create the last triangle then. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6110 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -127,22 +127,22 @@ static void updateTriangles(u32& triangleCount, core::array<core::triangle3df>&
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{
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if ( bufferTransform )
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{
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for (u32 index = 0; index < idxCnt; index += 3)
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for (u32 index = 2; index < idxCnt; index += 3)
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{
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core::triangle3df& tri = triangles[triangleCount++];
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bufferTransform->transformVect( tri.pointA, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 0]*vertexPitch])).Pos );
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bufferTransform->transformVect( tri.pointB, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 1]*vertexPitch])).Pos );
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bufferTransform->transformVect( tri.pointC, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 2]*vertexPitch])).Pos );
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bufferTransform->transformVect( tri.pointA, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 2]*vertexPitch])).Pos );
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bufferTransform->transformVect( tri.pointB, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 1]*vertexPitch])).Pos );
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bufferTransform->transformVect( tri.pointC, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 0]*vertexPitch])).Pos );
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}
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}
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else
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{
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for (u32 index = 0; index < idxCnt; index += 3)
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for (u32 index = 2; index < idxCnt; index += 3)
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{
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core::triangle3df& tri = triangles[triangleCount++];
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tri.pointA = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 0]*vertexPitch])).Pos;
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tri.pointB = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 1]*vertexPitch])).Pos;
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tri.pointC = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 2]*vertexPitch])).Pos;
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tri.pointA = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 2]*vertexPitch])).Pos;
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tri.pointB = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 1]*vertexPitch])).Pos;
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tri.pointC = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 0]*vertexPitch])).Pos;
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}
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}
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}
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