forked from bartvdbraak/blender
Fix cycles object_flag array being allocated too big.
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902014555a
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5e2a9a261b
@ -147,7 +147,7 @@ ObjectManager::~ObjectManager()
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void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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float4 *objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
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uint *object_flag = dscene->object_flag.resize(OBJECT_SIZE*scene->objects.size());
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uint *object_flag = dscene->object_flag.resize(scene->objects.size());
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int i = 0;
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map<Mesh*, float> surface_area_map;
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Scene::MotionType need_motion = scene->need_motion();
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