Fix #122770: Crash with "High Quality Normals" and loose edges/verts
Caused by a simple mistake in 84c4ddbbb9.
This commit is contained in:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user