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author | Porteries Tristan <republicthunderbolt9@gmail.com> | 2015-06-20 15:21:31 +0300 |
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committer | Porteries Tristan <republicthunderbolt9@gmail.com> | 2015-06-20 15:21:31 +0300 |
commit | 2a305580b2c76af62c129fbca043466ab010c2df (patch) | |
tree | ca2713a78353dc5e0f41915621ef000c2c470b88 /source/gameengine/Rasterizer/RAS_MeshObject.cpp | |
parent | 6b3a43ccb4c3d9cc385d1f2acaac2d4d39ce25df (diff) |
BGE: Fix T38030: wrong vertex index returned by KX_PolyProxy
Fix T38030.
In c++ source we use one list for triangles and an other for quads, but KX_PolyProxy doesn't care about that and return the vertex offset in its list. So we just have to compute the offset of each RAS_DisplayArray to its previous to have an absolute vertex index.
Reviewers: moguri, campbellbarton, kupoman, agoose77, brita_, hg1
Reviewed By: agoose77, hg1
Projects: #game_engine
Maniphest Tasks: T38030
Differential Revision: https://developer.blender.org/D1324
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MeshObject.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_MeshObject.cpp | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp index 54b15f07896..4360464ed32 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp +++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp @@ -465,6 +465,23 @@ void RAS_MeshObject::RemoveFromBuckets(void *clientobj) } } +void RAS_MeshObject::EndConversion() +{ +#if 0 + m_sharedvertex_map.clear(); // SharedVertex + vector<vector<SharedVertex> > shared_null(0); + shared_null.swap( m_sharedvertex_map ); /* really free the memory */ +#endif + + for (std::list<RAS_MeshMaterial>::iterator it = m_materials.begin(); + it != m_materials.end(); + ++it) + { + RAS_MeshSlot *ms = it->m_baseslot; + ms->UpdateDisplayArraysOffset(); + } +} + //void RAS_MeshObject::Transform(const MT_Transform& trans) //{ //m_trans.translate(MT_Vector3(0,0,1));//.operator *=(trans); |