Fix for zero length normals causing a crash.
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		| @@ -440,7 +440,13 @@ namespace PolyVox | ||||
| 					const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerCorner().getX()) + fInterp, static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerCorner().getY()), static_cast<float>(iZVolSpace - m_regSizeInCells.getLowerCorner().getZ())); | ||||
|  | ||||
| 					Vector3DFloat v3dNormal = (n100*fInterp) + (n000*(1-fInterp)); | ||||
| 					v3dNormal.normalise(); | ||||
|  | ||||
| 					// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so | ||||
| 					// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels). | ||||
| 					if(v3dNormal.lengthSquared() > 0.000001f)  | ||||
| 					{ | ||||
| 						v3dNormal.normalise(); | ||||
| 					} | ||||
|  | ||||
| 					//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of | ||||
| 					//material IDs does not make sense). We take the largest, so that if we are working on a material-only | ||||
| @@ -467,7 +473,13 @@ namespace PolyVox | ||||
| 					const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerCorner().getX()), static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerCorner().getY()) + fInterp, static_cast<float>(iZVolSpace - m_regSizeInVoxels.getLowerCorner().getZ())); | ||||
|  | ||||
| 					Vector3DFloat v3dNormal = (n010*fInterp) + (n000*(1-fInterp)); | ||||
| 					v3dNormal.normalise(); | ||||
|  | ||||
| 					// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so | ||||
| 					// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels). | ||||
| 					if(v3dNormal.lengthSquared() > 0.000001f)  | ||||
| 					{ | ||||
| 						v3dNormal.normalise(); | ||||
| 					} | ||||
|  | ||||
| 					//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of | ||||
| 					//material IDs does not make sense). We take the largest, so that if we are working on a material-only | ||||
| @@ -494,7 +506,12 @@ namespace PolyVox | ||||
| 					const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerCorner().getX()), static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerCorner().getY()), static_cast<float>(iZVolSpace - m_regSizeInVoxels.getLowerCorner().getZ()) + fInterp); | ||||
|  | ||||
| 					Vector3DFloat v3dNormal = (n001*fInterp) + (n000*(1-fInterp)); | ||||
| 					v3dNormal.normalise(); | ||||
| 					// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so | ||||
| 					// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels). | ||||
| 					if(v3dNormal.lengthSquared() > 0.000001f)  | ||||
| 					{ | ||||
| 						v3dNormal.normalise(); | ||||
| 					} | ||||
|  | ||||
| 					//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of | ||||
| 					//material IDs does not make sense). We take the largest, so that if we are working on a material-only | ||||
|   | ||||
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