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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-06-13 15:25:22 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-06-13 15:25:22 +0400
commit5e2a9a261bbffdb01bd8fffbc41c02163b97596e (patch)
tree0e71c9e8ac1839a64ec21e5b476e9843d08ef4d4 /intern/cycles/render/object.cpp
parent902014555a401f770ec17ffeb77e65dc8615c30c (diff)
Fix cycles object_flag array being allocated too big.
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index 376a7911fc9..6de7eaea343 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -147,7 +147,7 @@ ObjectManager::~ObjectManager()
void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
float4 *objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
- uint *object_flag = dscene->object_flag.resize(OBJECT_SIZE*scene->objects.size());
+ uint *object_flag = dscene->object_flag.resize(scene->objects.size());
int i = 0;
map<Mesh*, float> surface_area_map;
Scene::MotionType need_motion = scene->need_motion();