wave modifier was dividing by zero for each vertex with default settings of falloff == 0.0f.

annoying with --debug-fpe and better to use multiply in the loop.
This commit is contained in:
Campbell Barton 2010-06-03 19:56:13 +00:00
parent 54d764095f
commit 6d72150312

@ -293,7 +293,9 @@ static void waveModifier_do(WaveModifierData *md,
wavemod_get_texture_coords(wmd, ob, dm, vertexCos, tex_co, numVerts);
}
if(lifefac != 0.0) {
if(lifefac != 0.0) {
/* avoid divide by zero checks within the loop */
float falloff_inv= wmd->falloff ? 1.0f / wmd->falloff : 1.0;
int i;
for(i = 0; i < numVerts; i++) {
@ -338,8 +340,7 @@ static void waveModifier_do(WaveModifierData *md,
dist = fabs(y);
}
falloff_fac = (1.0-(dist / wmd->falloff));
CLAMP(falloff_fac,0,1);
falloff_fac = (1.0f - (dist * falloff_inv));
if(wmd->flag & MOD_WAVE_X) {
if(wmd->flag & MOD_WAVE_Y) amplit = (float)sqrt(x*x + y*y);