diff --git a/source/blender/editors/physics/particle_edit.c b/source/blender/editors/physics/particle_edit.c index 0c88519b62b..2ac5f98927c 100644 --- a/source/blender/editors/physics/particle_edit.c +++ b/source/blender/editors/physics/particle_edit.c @@ -401,6 +401,7 @@ static void PE_set_view3d_data(bContext *C, PEData *data) static int key_test_depth(PEData *data, const float co[3], const int screen_co[2]) { View3D *v3d= data->vc.v3d; + ViewDepths *vd = data->vc.rv3d->depths; double ux, uy, uz; float depth; @@ -428,12 +429,15 @@ static int key_test_depth(PEData *data, const float co[3], const int screen_co[2 /* view3d_validate_backbuf(&data->vc); */ glReadPixels(screen_co[0], screen_co[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth); #else /* faster to use depths, these are calculated in PE_set_view3d_data */ - { - ViewDepths *vd = data->vc.rv3d->depths; - assert(vd && vd->depths); + + /* check if screen_co is within bounds because brush_cut uses out of screen coords */ + if(screen_co[0] >= 0 && screen_co[0] < vd->w && screen_co[1] >= 0 && screen_co[1] < vd->h) { + BLI_assert(vd && vd->depths); /* we know its not clipped */ depth = vd->depths[screen_co[1] * vd->w + screen_co[0]]; } + else + return 0; #endif if ((float)uz - 0.00001f > depth)