sculpt mode crash fix when VBOs disabled
authorLukas Steiblys <imbusy@imbusy.org>
Sat, 3 Oct 2009 16:21:35 +0000 (16:21 +0000)
committerLukas Steiblys <imbusy@imbusy.org>
Sat, 3 Oct 2009 16:21:35 +0000 (16:21 +0000)
source/blender/editors/sculpt_paint/sculpt.c

index e41231442baa19972f21f126ac1b345146384a96..470a10b5e50282fb3ba9c2f4a6f5c3c9cdabc79f 100644 (file)
@@ -311,7 +311,8 @@ static void do_draw_brush(Sculpt *sd, SculptSession *ss, const ListBase* active_
 
        calc_area_normal(sd, ss, area_normal, active_verts);
        
-       buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
+       buffer = ss->drawobject!=0?(float *)GPU_buffer_lock( ss->drawobject->vertices ):0;
+
        while(node){
                float *co= ss->mvert[node->Index].co;
 
@@ -382,7 +383,7 @@ static void neighbor_average(SculptSession *ss, float avg[3], const int vert)
 static void do_smooth_brush(Sculpt *s, SculptSession *ss, const ListBase* active_verts)
 {
        ActiveData *node= active_verts->first;
-       float *buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
+       float *buffer = ss->drawobject!=0?(float *)GPU_buffer_lock( ss->drawobject->vertices ):0;
        int i;
        
        for(i = 0; i < 2; ++i) {
@@ -413,7 +414,7 @@ static void do_smooth_brush(Sculpt *s, SculptSession *ss, const ListBase* active
 static void do_pinch_brush(Sculpt *s, SculptSession *ss, const ListBase* active_verts)
 {
        ActiveData *node= active_verts->first;
-       float *buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
+       float *buffer = ss->drawobject!=0?(float *)GPU_buffer_lock( ss->drawobject->vertices ):0;
 
        while(node) {
                float *co= ss->mvert[node->Index].co;
@@ -441,7 +442,7 @@ static void do_grab_brush(Sculpt *sd, SculptSession *ss)
        ActiveData *node= ss->cache->grab_active_verts[ss->cache->symmetry].first;
        float add[3];
        float grab_delta[3];
-       float *buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
+       float *buffer = ss->drawobject!=0?(float *)GPU_buffer_lock( ss->drawobject->vertices ):0;
        
        VecCopyf(grab_delta, ss->cache->grab_delta_symmetry);
        
@@ -481,7 +482,7 @@ static void do_layer_brush(Sculpt *sd, SculptSession *ss, const ListBase *active
 
        calc_area_normal(sd, ss, area_normal, active_verts);
 
-       buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
+       buffer = ss->drawobject!=0?(float *)GPU_buffer_lock( ss->drawobject->vertices ):0;
        while(node){
                float *disp= &ss->layer_disps[node->Index];
                float *co= ss->mvert[node->Index].co;
@@ -517,7 +518,7 @@ static void do_inflate_brush(Sculpt *s, SculptSession *ss, const ListBase *activ
 {
        ActiveData *node= active_verts->first;
        float add[3];
-       float *buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
+       float *buffer = ss->drawobject!=0?(float *)GPU_buffer_lock( ss->drawobject->vertices ):0;
 
        while(node) {
                float *co= ss->mvert[node->Index].co;
@@ -619,7 +620,7 @@ static void do_flatten_clay_brush(Sculpt *sd, SculptSession *ss, const ListBase
                flip = bstr < 0;
        }
 
-       buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );  
+       buffer = ss->drawobject!=0?(float *)GPU_buffer_lock( ss->drawobject->vertices ):0;
 
        while(node){
                float *co= ss->mvert[node->Index].co;
@@ -982,7 +983,7 @@ static void update_damaged_vert(SculptSession *ss, ListBase *lb)
 {
        ActiveData *vert;
     
-       float *buffer = (float *)GPU_buffer_lock( ss->drawobject->normals );
+       float *buffer = ss->drawobject!=0?(float *)GPU_buffer_lock( ss->drawobject->normals ):0;
        for(vert= lb->first; vert; vert= vert->next) {
                vec3f norm= {0,0,0};            
                IndexNode *face= ss->fmap[vert->Index].first;
@@ -1453,7 +1454,7 @@ static void sculpt_restore_mesh(Sculpt *sd, SculptSession *ss)
 
        /* Restore the mesh before continuing with anchored stroke */
        if((brush->flag & BRUSH_ANCHORED) && ss->mesh_co_orig) {
-               buffer = (float *)GPU_buffer_lock( ss->drawobject->normals );
+               buffer = buffer = ss->drawobject!=0?(float *)GPU_buffer_lock( ss->drawobject->normals ):0;
                for(i = 0; i < ss->totvert; ++i) {
                        VecCopyf(ss->mvert[i].co, ss->mesh_co_orig[i]);
                        ss->mvert[i].no[0] = cache->orig_norms[i][0];