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The B3DRasterizer state.objects store pointers to B3D objects into a 4-bytes Smalltalk WordArray.
This means that appropriate arithmetic has to take place in order to compute the number of objects stored in that WordArray
Indeed, on 64bits VM, each object pointer is going to consume 8-bytes (2 words).
That also means that proper allocation of Smalltalk WordArray has to take place at image side.
A fix to `B3DPrimitiveRasterizerState>>initObjects:` is thus also required
objects := B3DPrimitiveRasterizerData new: nObjects * (Smalltalk wordSize / 4)
The slang and image Smalltalk code have not been published yet.
They are waiting for approval of my Developer status on http://www.squeaksource.com/Balloon3D.html
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