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authorDalai Felinto <dfelinto@gmail.com>2013-03-22 01:10:14 +0400
committerDalai Felinto <dfelinto@gmail.com>2013-03-22 01:10:14 +0400
commit6d8b3d2d948ccb7c9f053e10981d1b7b1f3cf286 (patch)
treea2dbf348807436150f64f005a36f01f51c439319 /source/gameengine/Converter
parentb57fc113aa12134e19ff721a52614aed51d0bda5 (diff)
BGE bugfix: [#34550] getVertexArrayLength changed in 2.66
This bug was producing way more geometry than we need. Potentially memory saver (or performance even) bugfix. Bottomline is: We need to initialize the UVs otherwise vertex comparison fails ... Ideally MoTo should take care of initializing MT_Point2 (note in Windows that seems to be fine, but it's safer to not rely on that)
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 6262f8e48ce..d90708602d5 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1137,6 +1137,11 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
tan[i].setValue(zero_vec);
}
+ /* we need to manually initialize the uvs (MoTo doesn't do that) [#34550] */
+ for (unsigned int i = 0; i < RAS_TexVert::MAX_UNIT; i++) {
+ uvs[0][i] = uvs[1][i] = uvs[2][i] = uvs[3][i] = MT_Point2(0.f, 0.f);
+ }
+
for (int f=0;f<totface;f++,mface++)
{
/* get coordinates, normals and tangents */