updateTriangles in CTriangleSelector can handle some broken meshes without crash now.

Before it crashed when index-count wasn't a multiple of 3, now it just doesn't create the last triangle then.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6110 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2020-05-26 13:01:02 +00:00
parent 9062ac91af
commit 13a232aa9b

@ -127,22 +127,22 @@ static void updateTriangles(u32& triangleCount, core::array<core::triangle3df>&
{
if ( bufferTransform )
{
for (u32 index = 0; index < idxCnt; index += 3)
for (u32 index = 2; index < idxCnt; index += 3)
{
core::triangle3df& tri = triangles[triangleCount++];
bufferTransform->transformVect( tri.pointA, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 0]*vertexPitch])).Pos );
bufferTransform->transformVect( tri.pointB, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 1]*vertexPitch])).Pos );
bufferTransform->transformVect( tri.pointC, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 2]*vertexPitch])).Pos );
bufferTransform->transformVect( tri.pointA, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 2]*vertexPitch])).Pos );
bufferTransform->transformVect( tri.pointB, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 1]*vertexPitch])).Pos );
bufferTransform->transformVect( tri.pointC, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 0]*vertexPitch])).Pos );
}
}
else
{
for (u32 index = 0; index < idxCnt; index += 3)
for (u32 index = 2; index < idxCnt; index += 3)
{
core::triangle3df& tri = triangles[triangleCount++];
tri.pointA = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 0]*vertexPitch])).Pos;
tri.pointB = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 1]*vertexPitch])).Pos;
tri.pointC = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 2]*vertexPitch])).Pos;
tri.pointA = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 2]*vertexPitch])).Pos;
tri.pointB = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 1]*vertexPitch])).Pos;
tri.pointC = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index - 0]*vertexPitch])).Pos;
}
}
}