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authorJacques Lucke <jacques@blender.org>2020-05-27 17:15:06 +0300
committerJacques Lucke <jacques@blender.org>2020-05-27 17:15:06 +0300
commit735119dd0f91b60c827278947afc8544446a7658 (patch)
tree5eda396ceef44722f89ec5cadffed5d919ef664a /source/blender/blenkernel/intern
parent28d9368538f93d329573910d080e2f753f91b489 (diff)
Fix T75096: Crash when using liquid simulation as dynamic paint brush
Reviewers: sergey Differential Revision: https://developer.blender.org/D7853
Diffstat (limited to 'source/blender/blenkernel/intern')
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c7
1 files changed, 4 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index a704e199007..79f0aacc3f8 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -2701,15 +2701,16 @@ static void dynamic_paint_find_island_border(const DynamicPaintCreateUVSurfaceDa
}
}
+ const int final_tri_index = tempPoints[final_index].tri_index;
/* If found pixel still lies on wrong face ( mesh has smaller than pixel sized faces) */
- if (tempPoints[final_index].tri_index != target_tri) {
+ if (final_tri_index != target_tri && final_tri_index != -1) {
/* Check if it's close enough to likely touch the intended triangle. Any triangle
* becomes thinner than a pixel at its vertices, so robustness requires some margin. */
const float final_pt[2] = {((final_index % w) + 0.5f) / w, ((final_index / w) + 0.5f) / h};
const float threshold = square_f(0.7f) / (w * h);
- if (dist_squared_to_looptri_uv_edges(
- mlooptri, mloopuv, tempPoints[final_index].tri_index, final_pt) > threshold) {
+ if (dist_squared_to_looptri_uv_edges(mlooptri, mloopuv, final_tri_index, final_pt) >
+ threshold) {
continue;
}
}