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Segmentation fault on KX_Mesh.transformUV #955
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@vlad1777d thanks for reporting. We will check it. |
hi, I propose this as a fix: |
I think my fix is wrong in fact as i think we can have an uv in layer 2 and no uv in layer 0... maybe i'll do another fix later. Anyway this is a minor bug |
Bool UvExist(int layer) if !m-vertexdata[layer].size() return false; then throw python error. Smthing like that |
This function can copy an uv layer to an other, but no check was proceeded for the source layer and created invalid memory access. To solve this issue and simplify the error checking for uv layers, the function uvExist is created as adviced by youle. This function check if the layer passed is between 0 and format.uvSize. Fix issue: #955.
This has been fixed by panzergame in last master. Thanks panzergame! |
Thank you very much! |
This function can copy an uv layer to an other, but no check was proceeded for the source layer and created invalid memory access. To solve this issue and simplify the error checking for uv layers, the function uvExist is created as adviced by youle. This function check if the layer passed is between 0 and format.uvSize. Fix issue: #955.
Just segmentation fault when calling that method.
code:
VIdeo with bug: https://www.youtube.com/watch?v=xM4UTPgwpyc
Steps to reproduce:
hg clone https://vlad1777d@bitbucket.org/new_novel/oasis
hg update -r bug/upbge/KX_Mesh.transformUV
(or checkout to that commit: "b47eda814a4b")
upbge ./scenes/dream_tower/dream_tower.blend
OS: LInux Mint 19 Cinnamon
Kernel: 4.15.0-39-generic
UPBGE: 0.2.4
GPU: Nvidia Geforce GT 840m
P.S. I met near 5 crashes, and some of them are in not often used functions.
I think, maybe not to waste time on fixing this and mark it as "low priority" ?
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