Workbench: Fix crash editing in texture modes without uv layer

When meshes has no uv layer, but has a texture assigned there was a uv
layer allocated which was corrupt. When no uv layer is available now
there won't be a vbo created. This might impact performance as the draw
cache does not cache this result.
This commit is contained in:
Jeroen Bakker
2018-06-28 10:38:00 +02:00
parent f09480b212
commit 071ec6b397

View File

@@ -2149,7 +2149,13 @@ static Gwn_VertBuf *mesh_batch_cache_get_tri_uv_active(
{
BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_LOOPUV));
if (cache->tri_aligned_uv == NULL) {
const MLoopUV *mloopuv = rdata->mloopuv;
if (mloopuv == NULL) {
return NULL;
}
uint vidx = 0;
static Gwn_VertFormat format = { 0 };
@@ -2166,7 +2172,6 @@ static Gwn_VertBuf *mesh_batch_cache_get_tri_uv_active(
int vbo_len_used = 0;
GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
const MLoopUV *mloopuv = rdata->mloopuv;
BMEditMesh *embm = rdata->edit_bmesh;
/* get uv's from active UVMap */