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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-14 18:00:48 +00:00
Fixed a chaotic crash when indices or vertices of decals exceeds the fixed limits. Have an attempt work with the many (kilo)meters of decals.
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parent
65099897f4
commit
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1 changed files with 38 additions and 8 deletions
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@ -1235,8 +1235,30 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
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currentBatch = &batches.last();
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currentBatch->startDecal = i;
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currentBatch->decalCount = 1;
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currentBatch->iCount = decal->mIndxCount;
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currentBatch->vCount = decal->mVertCount;
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// Shrink and warning: preventing a potential crash.
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currentBatch->iCount =
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(decal->mIndxCount > smMaxIndices) ? smMaxIndices : decal->mIndxCount;
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currentBatch->vCount =
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(decal->mVertCount > smMaxVerts) ? smMaxVerts : decal->mVertCount;
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#ifdef TORQUE_DEBUG
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// we didn't mean send a spam to the console
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static U32 countMsgIndx = 0;
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if ( (decal->mIndxCount > smMaxIndices) && ((countMsgIndx++ % 1024) == 0) ) {
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Con::warnf(
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"DecalManager::prepRenderImage() - Shrinked indices of decal."
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" Lost %u.", (decal->mIndxCount - smMaxIndices)
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);
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}
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static U32 countMsgVert = 0;
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if ( (decal->mVertCount > smMaxVerts) && ((countMsgVert++ % 1024) == 0) ) {
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Con::warnf(
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"DecalManager::prepRenderImage() - Shrinked vertices of decal."
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" Lost %u.", (decal->mVertCount - smMaxVerts)
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);
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}
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#endif
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currentBatch->mat = mat;
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currentBatch->matInst = decal->mDataBlock->getMaterialInstance();
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currentBatch->priority = decal->getRenderPriority();
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@ -1299,15 +1321,21 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
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{
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DecalInstance *dinst = mDecalQueue[j];
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for ( U32 k = 0; k < dinst->mIndxCount; k++ )
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const U32 indxCount =
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(dinst->mIndxCount > currentBatch.iCount) ?
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currentBatch.iCount : dinst->mIndxCount;
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for ( U32 k = 0; k < indxCount; k++ )
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{
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*( pbPtr + ioffset + k ) = dinst->mIndices[k] + voffset;
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}
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ioffset += dinst->mIndxCount;
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ioffset += indxCount;
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dMemcpy( vpPtr + voffset, dinst->mVerts, sizeof( DecalVertex ) * dinst->mVertCount );
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voffset += dinst->mVertCount;
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const U32 vertCount =
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(dinst->mVertCount > currentBatch.vCount) ?
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currentBatch.vCount : dinst->mVertCount;
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dMemcpy( vpPtr + voffset, dinst->mVerts, sizeof( DecalVertex ) * vertCount );
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voffset += vertCount;
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// Ugly hack for ProjectedShadow!
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if ( (dinst->mFlags & CustomDecal) && dinst->mCustomTex != NULL )
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@ -1357,8 +1385,10 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
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pb->lock( &pbPtr );
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// Memcpy from system to video memory.
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dMemcpy( vpPtr, vertData, sizeof( DecalVertex ) * currentBatch.vCount );
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dMemcpy( pbPtr, indexData, sizeof( U16 ) * currentBatch.iCount );
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const U32 vpCount = sizeof( DecalVertex ) * currentBatch.vCount;
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dMemcpy( vpPtr, vertData, vpCount );
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const U32 pbCount = sizeof( U16 ) * currentBatch.iCount;
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dMemcpy( pbPtr, indexData, pbCount );
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pb->unlock();
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vb->unlock();
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