Commit: 071ec6b397d55caa957f3decc4b99bf58de23926
Author: Jeroen Bakker
Date:   Thu Jun 28 10:38:00 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB071ec6b397d55caa957f3decc4b99bf58de23926

Workbench: Fix crash editing in texture modes without uv layer

When meshes has no uv layer, but has a texture assigned there was a uv
layer allocated which was corrupt. When no uv layer is available now
there won't be a vbo created. This might impact performance as the draw
cache does not cache this result.

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

M       source/blender/draw/intern/draw_cache_impl_mesh.c

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

diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c 
b/source/blender/draw/intern/draw_cache_impl_mesh.c
index c5d5eac51b7..94ebf7e0a14 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -2149,7 +2149,13 @@ static Gwn_VertBuf *mesh_batch_cache_get_tri_uv_active(
 {
        BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | 
MR_DATATYPE_LOOP | MR_DATATYPE_LOOPUV));
 
+
        if (cache->tri_aligned_uv == NULL) {
+               const MLoopUV *mloopuv = rdata->mloopuv;
+               if (mloopuv == NULL) {
+                       return NULL;
+               }
+
                uint vidx = 0;
 
                static Gwn_VertFormat format = { 0 };
@@ -2166,7 +2172,6 @@ static Gwn_VertBuf *mesh_batch_cache_get_tri_uv_active(
                int vbo_len_used = 0;
                GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
 
-               const MLoopUV *mloopuv = rdata->mloopuv;
 
                BMEditMesh *embm = rdata->edit_bmesh;
                /* get uv's from active UVMap */

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