From 29485b65e568a22b6799d38db2a620c0654171b3 Mon Sep 17 00:00:00 2001 From: Olivier Prat Date: Fri, 22 Dec 2017 14:35:19 +0100 Subject: [PATCH] Fixed potential crash when getting mesh from voxel item --- .../src/RenderablePolyVoxEntityItem.cpp | 44 ++++++++++--------- 1 file changed, 23 insertions(+), 21 deletions(-) diff --git a/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp b/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp index 356bf3a69c..2078f7abee 100644 --- a/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp @@ -1422,27 +1422,29 @@ bool RenderablePolyVoxEntityItem::getMeshes(MeshProxyList& result) { } bool success = false; - MeshProxy* meshProxy = nullptr; - glm::mat4 transform = voxelToLocalMatrix(); - withReadLock([&] { - gpu::BufferView::Index numVertices = (gpu::BufferView::Index)_mesh->getNumVertices(); - if (!_meshReady) { - // we aren't ready to return a mesh. the caller will have to try again later. - success = false; - } else if (numVertices == 0) { - // we are ready, but there are no triangles in the mesh. - success = true; - } else { - success = true; - // the mesh will be in voxel-space. transform it into object-space - meshProxy = new SimpleMeshProxy( - _mesh->map([=](glm::vec3 position){ return glm::vec3(transform * glm::vec4(position, 1.0f)); }, - [=](glm::vec3 color){ return color; }, - [=](glm::vec3 normal){ return glm::normalize(glm::vec3(transform * glm::vec4(normal, 0.0f))); }, - [&](uint32_t index){ return index; })); - result << meshProxy; - } - }); + if (_mesh) { + MeshProxy* meshProxy = nullptr; + glm::mat4 transform = voxelToLocalMatrix(); + withReadLock([&] { + gpu::BufferView::Index numVertices = (gpu::BufferView::Index)_mesh->getNumVertices(); + if (!_meshReady) { + // we aren't ready to return a mesh. the caller will have to try again later. + success = false; + } else if (numVertices == 0) { + // we are ready, but there are no triangles in the mesh. + success = true; + } else { + success = true; + // the mesh will be in voxel-space. transform it into object-space + meshProxy = new SimpleMeshProxy( + _mesh->map([=](glm::vec3 position) { return glm::vec3(transform * glm::vec4(position, 1.0f)); }, + [=](glm::vec3 color) { return color; }, + [=](glm::vec3 normal) { return glm::normalize(glm::vec3(transform * glm::vec4(normal, 0.0f))); }, + [&](uint32_t index) { return index; })); + result << meshProxy; + } + }); + } return success; }