a fix for bug #25806

http://projects.blender.org/tracker/index.php?func=detail&aid=25806
Thanks Andrew Wall for the report and the patch
This commit is contained in:
Lukas Steiblys 2011-02-15 18:36:42 +00:00
parent 52c08fa4d3
commit 15570631fd

@ -773,7 +773,7 @@ void GPU_free_buffers(void *buffers_v)
}
}
static GPUBuffer *GPU_buffer_setup( DerivedMesh *dm, GPUDrawObject *object, int size, GLenum target, void *user, void (*copy_f)(DerivedMesh *, float *, int *, int *, void *) )
static GPUBuffer *GPU_buffer_setup( DerivedMesh *dm, GPUDrawObject *object, int vector_size, int size, GLenum target, void *user, void (*copy_f)(DerivedMesh *, float *, int *, int *, void *) )
{
GPUBuffer *buffer;
float *varray;
@ -798,7 +798,7 @@ static GPUBuffer *GPU_buffer_setup( DerivedMesh *dm, GPUDrawObject *object, int
index = MEM_mallocN(sizeof(int)*object->nmaterials,"GPU_buffer_setup");
for( i = 0; i < object->nmaterials; i++ ) {
index[i] = object->materials[i].start*3;
index[i] = object->materials[i].start*vector_size;
redir[object->materials[i].mat_nr+16383] = i;
}
@ -901,7 +901,7 @@ static GPUBuffer *GPU_buffer_vertex( DerivedMesh *dm )
{
DEBUG_VBO("GPU_buffer_vertex\n");
return GPU_buffer_setup( dm, dm->drawObject, sizeof(float)*3*(dm->drawObject->nelements+dm->drawObject->nlooseverts), GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_vertex);
return GPU_buffer_setup( dm, dm->drawObject, 3, sizeof(float)*3*(dm->drawObject->nelements+dm->drawObject->nlooseverts), GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_vertex);
}
static void GPU_buffer_copy_normal(DerivedMesh *dm, float *varray, int *index, int *redir, void *UNUSED(user))
@ -967,7 +967,7 @@ static GPUBuffer *GPU_buffer_normal( DerivedMesh *dm )
{
DEBUG_VBO("GPU_buffer_normal\n");
return GPU_buffer_setup( dm, dm->drawObject, sizeof(float)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_normal);
return GPU_buffer_setup( dm, dm->drawObject, 3, sizeof(float)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_normal);
}
static void GPU_buffer_copy_uv(DerivedMesh *dm, float *varray, int *index, int *redir, void *UNUSED(user))
@ -1013,8 +1013,8 @@ static void GPU_buffer_copy_uv(DerivedMesh *dm, float *varray, int *index, int *
static GPUBuffer *GPU_buffer_uv( DerivedMesh *dm )
{
DEBUG_VBO("GPU_buffer_uv\n");
if( DM_get_face_data_layer(dm, CD_MTFACE) != 0 ) /* was sizeof(float)*2 but caused buffer overrun */
return GPU_buffer_setup( dm, dm->drawObject, sizeof(float)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_uv);
if( DM_get_face_data_layer(dm, CD_MTFACE) != 0 )
return GPU_buffer_setup( dm, dm->drawObject, 2, sizeof(float)*2*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_uv);
else
return 0;
}
@ -1106,7 +1106,7 @@ static GPUBuffer *GPU_buffer_color( DerivedMesh *dm )
colors[i*3+2] = mcol[i].r;
}
result = GPU_buffer_setup( dm, dm->drawObject, sizeof(char)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, colors, GPU_buffer_copy_color3 );
result = GPU_buffer_setup( dm, dm->drawObject, 3, sizeof(char)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, colors, GPU_buffer_copy_color3 );
MEM_freeN(colors);
return result;
@ -1135,7 +1135,7 @@ static GPUBuffer *GPU_buffer_edge( DerivedMesh *dm )
{
DEBUG_VBO("GPU_buffer_edge\n");
return GPU_buffer_setup( dm, dm->drawObject, sizeof(int)*2*dm->drawObject->nedges, GL_ELEMENT_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_edge);
return GPU_buffer_setup( dm, dm->drawObject, 2, sizeof(int)*2*dm->drawObject->nedges, GL_ELEMENT_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_edge);
}
static void GPU_buffer_copy_uvedge(DerivedMesh *dm, float *varray, int *UNUSED(index), int *UNUSED(redir), void *UNUSED(user))
@ -1184,7 +1184,7 @@ static GPUBuffer *GPU_buffer_uvedge( DerivedMesh *dm )
* ...each edge has its own, non-shared coords.
* so each tri corner needs minimum of 4 floats, quads used less so here we can over allocate and assume all tris.
* */
return GPU_buffer_setup( dm, dm->drawObject, 4 * sizeof(float) * dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_uvedge);
return GPU_buffer_setup( dm, dm->drawObject, 4, 4 * sizeof(float) * dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_uvedge);
}
@ -1553,14 +1553,14 @@ void GPU_color3_upload( DerivedMesh *dm, unsigned char *data )
if( dm->drawObject == 0 )
dm->drawObject = GPU_drawobject_new(dm);
GPU_buffer_free(dm->drawObject->colors,globalPool);
dm->drawObject->colors = GPU_buffer_setup( dm, dm->drawObject, sizeof(char)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, data, GPU_buffer_copy_color3 );
dm->drawObject->colors = GPU_buffer_setup( dm, dm->drawObject, 3, sizeof(char)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, data, GPU_buffer_copy_color3 );
}
void GPU_color4_upload( DerivedMesh *dm, unsigned char *data )
{
if( dm->drawObject == 0 )
dm->drawObject = GPU_drawobject_new(dm);
GPU_buffer_free(dm->drawObject->colors,globalPool);
dm->drawObject->colors = GPU_buffer_setup( dm, dm->drawObject, sizeof(char)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, data, GPU_buffer_copy_color4 );
dm->drawObject->colors = GPU_buffer_setup( dm, dm->drawObject, 3, sizeof(char)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, data, GPU_buffer_copy_color4 );
}
void GPU_color_switch( int mode )