#2428 Fix for crash when applying PBR material to a single face (take 2) (#2463)

Also fix for some objects randomly disappearing until they're selected again.
master
Dave Parks 2024-08-29 15:06:24 -05:00 committed by GitHub
parent 11afd7f86a
commit b0fefd62ad
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GPG Key ID: B5690EEEBB952194
2 changed files with 4 additions and 5 deletions

View File

@ -573,7 +573,6 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
if (LLGLTFMaterial* gltf_mat = te->getGLTFRenderMaterial())
{
vertex_buffer = mVertexBufferGLTF.get();
vertex_buffer->unmapBuffer();
}
}
// Draw the selection marker using the correctly chosen vertex buffer
@ -1220,7 +1219,8 @@ bool LLFace::getGeometryVolume(const LLVolume& volume,
mVertexBufferGLTF = new LLVertexBuffer(mVertexBuffer->getTypeMask());
}
// Clone the existing vertex buffer into the temporary one
// Clone the existing vertex buffer into the temporary one
// TODO: factor out the need for mVertexBufferGLTF and make selection highlight shader work with the existing vertex buffer
mVertexBuffer->clone(*mVertexBufferGLTF);
// Recursive call the same function with the argument rebuild_for_gltf set to true
@ -1228,6 +1228,7 @@ bool LLFace::getGeometryVolume(const LLVolume& volume,
mVertexBufferGLTF.swap(mVertexBufferGLTF, mVertexBuffer);
getGeometryVolume(volume, face_index, mat_vert_in, mat_norm_in, index_offset, force_rebuild, no_debug_assert, true);
mVertexBufferGLTF.swap(mVertexBufferGLTF, mVertexBuffer);
mVertexBufferGLTF->unmapBuffer();
}
else if (!tep->isSelected() && mVertexBufferGLTF.notNull())
{

View File

@ -5765,9 +5765,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
continue;
}
if (facep->hasGeometry() &&
(rigged || // <-- HACK FIXME -- getPixelArea might be incorrect for rigged objects
facep->getPixelArea() > FORCE_CULL_AREA)) // <-- don't render tiny faces
if (facep->hasGeometry())
{
cur_total += facep->getGeomCount();