Commit: 4449bfbb18f1d1d4a6a3a824ac9d87a9396efd78
Author: Mai Lavelle
Date:   Thu Jun 2 20:57:04 2016 -0400
Branches: compositor-2016
https://developer.blender.org/rB4449bfbb18f1d1d4a6a3a824ac9d87a9396efd78

Cycles: Fix regression introduced in c96a4c8

A few places still needed to be updated to use the new Mesh::num_triangles()
method; wrong number from triangles.size() was causing crashes.

===================================================================

M       intern/cycles/bvh/bvh_split.cpp
M       intern/cycles/render/mesh.cpp
M       intern/cycles/subd/subd_dice.cpp

===================================================================

diff --git a/intern/cycles/bvh/bvh_split.cpp b/intern/cycles/bvh/bvh_split.cpp
index 3665fb4..bf68b41 100644
--- a/intern/cycles/bvh/bvh_split.cpp
+++ b/intern/cycles/bvh/bvh_split.cpp
@@ -404,7 +404,7 @@ void BVHSpatialSplit::split_object_reference(const Object 
*object,
                                              BoundBox& right_bounds)
 {
        Mesh *mesh = object->mesh;
-       for(int tri_idx = 0; tri_idx < mesh->triangles.size(); ++tri_idx) {
+       for(int tri_idx = 0; tri_idx < mesh->num_triangles(); ++tri_idx) {
                split_triangle_primitive(mesh,
                                         &object->tfm,
                                         tri_idx,
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index 755b16a..e251556 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -1485,7 +1485,7 @@ bool Mesh::need_attribute(Scene * /*scene*/, ustring name)
 
 void Mesh::tessellate(DiagSplit *split)
 {
-       int num_faces = triangles.size();
+       int num_faces = num_triangles();
 
        add_face_normals();
        add_vertex_normals();
diff --git a/intern/cycles/subd/subd_dice.cpp b/intern/cycles/subd/subd_dice.cpp
index 8dba137..7c74f21 100644
--- a/intern/cycles/subd/subd_dice.cpp
+++ b/intern/cycles/subd/subd_dice.cpp
@@ -46,7 +46,7 @@ void EdgeDice::reserve(int num_verts)
        Mesh *mesh = params.mesh;
 
        vert_offset = mesh->verts.size();
-       tri_offset = mesh->triangles.size();
+       tri_offset = mesh->num_triangles();
 
        mesh->resize_mesh(vert_offset + num_verts, tri_offset);
 
@@ -84,7 +84,7 @@ void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int 
v2)
 
        /* todo: optimize so we can reserve in advance, this is like 
push_back_slow() */
        if(mesh->triangles.size() == mesh->triangles.capacity())
-               mesh->reserve_mesh(mesh->verts.size(), 
size_t(max(mesh->triangles.size() + 1, 1) * 1.2));
+               mesh->reserve_mesh(mesh->verts.size(), 
size_t(max(mesh->num_triangles() + 1, 1) * 1.2));
 
        mesh->add_triangle(v0, v1, v2, params.shader, params.smooth, false);

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