possible fix for model crash

This commit is contained in:
SamGondelman 2019-03-04 10:00:26 -08:00
parent e4958b3b0f
commit 708632ee82

View file

@ -1346,14 +1346,18 @@ void Model::updateRig(float deltaTime, glm::mat4 parentTransform) {
}
void Model::computeMeshPartLocalBounds() {
for (auto& part : _modelMeshRenderItems) {
const Model::MeshState& state = _meshStates.at(part->_meshIndex);
if (_useDualQuaternionSkinning) {
part->computeAdjustedLocalBound(state.clusterDualQuaternions);
} else {
part->computeAdjustedLocalBound(state.clusterMatrices);
}
render::Transaction transaction;
for (auto renderItem : _modelMeshRenderItemIDs) {
transaction.updateItem<ModelMeshPartPayload>(renderItem, [&](ModelMeshPartPayload& data) {
const Model::MeshState& state = _meshStates.at(data._meshIndex);
if (_useDualQuaternionSkinning) {
data.computeAdjustedLocalBound(state.clusterDualQuaternions);
} else {
data.computeAdjustedLocalBound(state.clusterMatrices);
}
});
}
AbstractViewStateInterface::instance()->getMain3DScene()->enqueueTransaction(transaction);
}
// virtual