Fix #122770: Crash with "High Quality Normals" and loose edges/verts

Caused by a simple mistake in 84c4ddbbb9.
This commit is contained in:
Hans Goudey
2024-06-10 22:31:48 -04:00
parent 3a31fcebcf
commit 7e75ef20ca

View File

@@ -209,7 +209,7 @@ void extract_normals(const MeshRenderData &mr, const bool use_hq, gpu::VertBuf &
GPU_vertformat_alias_add(&format, "lnor");
}
GPU_vertbuf_init_with_format(vbo, format);
GPU_vertbuf_data_alloc(vbo, mr.corners_num);
GPU_vertbuf_data_alloc(vbo, size);
MutableSpan vbo_data(static_cast<short4 *>(GPU_vertbuf_get_data(vbo)), size);
MutableSpan corners_data = vbo_data.take_front(mr.corners_num);
MutableSpan loose_data = vbo_data.take_back(mr.loose_indices_num);