Array pointers can change after reallocation
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		| @@ -29,12 +29,12 @@ struct b3QClothMesh : public b3ClothMesh | ||||
|  | ||||
| 	b3QClothMesh() | ||||
| 	{ | ||||
| 		vertices = clothVertices.Begin(); | ||||
| 		vertices = nullptr; | ||||
| 		vertexCount = 0; | ||||
| 		triangles = clothTriangles.Begin(); | ||||
| 		triangles = nullptr; | ||||
| 		triangleCount = 0; | ||||
| 		meshCount = 1; | ||||
| 		meshes = &clothMesh; | ||||
| 		meshCount = 0; | ||||
| 		meshes = nullptr; | ||||
| 		sewingLineCount = 0; | ||||
| 		sewingLines = nullptr; | ||||
| 	} | ||||
| @@ -53,9 +53,9 @@ struct b3QClothMesh : public b3ClothMesh | ||||
| 		clothTriangles.Resize(mesh.indexCount / 3); | ||||
| 		for (u32 i = 0; i < mesh.indexCount / 3; ++i) | ||||
| 		{ | ||||
| 			triangles[i].v1 = mesh.indices[3 * i + 0]; | ||||
| 			triangles[i].v2 = mesh.indices[3 * i + 1]; | ||||
| 			triangles[i].v3 = mesh.indices[3 * i + 2]; | ||||
| 			clothTriangles[i].v1 = mesh.indices[3 * i + 0]; | ||||
| 			clothTriangles[i].v2 = mesh.indices[3 * i + 1]; | ||||
| 			clothTriangles[i].v3 = mesh.indices[3 * i + 2]; | ||||
| 		} | ||||
|  | ||||
| 		clothMesh.startTriangle = 0; | ||||
| @@ -63,8 +63,12 @@ struct b3QClothMesh : public b3ClothMesh | ||||
| 		clothMesh.startVertex = 0; | ||||
| 		clothMesh.vertexCount = clothVertices.Count(); | ||||
|  | ||||
| 		vertices = clothVertices.Begin(); | ||||
| 		vertexCount = clothVertices.Count(); | ||||
| 		triangles = clothTriangles.Begin(); | ||||
| 		triangleCount = clothTriangles.Count(); | ||||
| 		meshCount = 1; | ||||
| 		meshes = &clothMesh; | ||||
| 	} | ||||
| }; | ||||
|  | ||||
|   | ||||
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