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authorLukas Stockner <lukas.stockner@freenet.de>2017-03-21 06:30:08 +0300
committerLukas Stockner <lukas.stockner@freenet.de>2017-03-21 06:30:08 +0300
commiteb1a57b12c6506cff2c4fb2e8078cc2834c8d6af (patch)
tree5111c2807181710db46a0d9f373b2b6254c98e82 /intern
parent8fff6cc2f56a088c4c9d3112bdb94b85bc9cb498 (diff)
Cycles: Fix wrong vector allocation in the mesh sync code
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/blender/blender_mesh.cpp2
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();