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author | Lukas Stockner <lukas.stockner@freenet.de> | 2017-03-21 06:30:08 +0300 |
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committer | Lukas Stockner <lukas.stockner@freenet.de> | 2017-03-21 06:30:08 +0300 |
commit | eb1a57b12c6506cff2c4fb2e8078cc2834c8d6af (patch) | |
tree | 5111c2807181710db46a0d9f373b2b6254c98e82 | |
parent | 8fff6cc2f56a088c4c9d3112bdb94b85bc9cb498 (diff) |
Cycles: Fix wrong vector allocation in the mesh sync code
-rw-r--r-- | intern/cycles/blender/blender_mesh.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index 78f73d8e062..f949b530f90 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -819,7 +819,7 @@ static void create_mesh(Scene *scene, int shader = clamp(p->material_index(), 0, used_shaders.size()-1); bool smooth = p->use_smooth() || use_loop_normals; - vi.reserve(n); + vi.resize(n); for(int i = 0; i < n; i++) { /* NOTE: Autosmooth is already taken care about. */ vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index(); |