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Fixing buffer overflow with particles and sprites

David Catuhe 10 年 前
コミット
bec4eb4395

+ 1 - 1
Babylon/Particles/babylon.particleSystem.js

@@ -298,7 +298,7 @@
                 this._appendParticleVertex(offset++, particle, 0, 1);
             }
             var engine = this._scene.getEngine();
-            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, this.particles.length * this._vertexStrideSize);
+            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
         };
 
         ParticleSystem.prototype.render = function () {

+ 1 - 1
Babylon/Particles/babylon.particleSystem.ts

@@ -333,7 +333,7 @@
                 this._appendParticleVertex(offset++, particle, 0, 1);
             }
             var engine = this._scene.getEngine();
-            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, this.particles.length * this._vertexStrideSize);
+            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
         }
 
         public render(): number {

+ 1 - 1
Babylon/Sprites/babylon.spriteManager.js

@@ -103,7 +103,7 @@
                 this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
                 this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
             }
-            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, max * this._vertexStrideSize);
+            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
 
             // Render
             var effect = this._effectBase;

+ 1 - 1
Babylon/Sprites/babylon.spriteManager.ts

@@ -120,7 +120,7 @@
                 this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
                 this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
             }
-            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, max * this._vertexStrideSize);
+            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
 
             // Render
             var effect = this._effectBase;

+ 2 - 2
babylon.2.0-alpha.debug.js

@@ -16472,7 +16472,7 @@ var BABYLON;
                 this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
                 this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
             }
-            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, max * this._vertexStrideSize);
+            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
 
            
             var effect = this._effectBase;
@@ -17027,7 +17027,7 @@ var BABYLON;
                 this._appendParticleVertex(offset++, particle, 0, 1);
             }
             var engine = this._scene.getEngine();
-            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, this.particles.length * this._vertexStrideSize);
+            engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
         };
 
         ParticleSystem.prototype.render = function () {

ファイルの差分が大きいため隠しています
+ 2 - 2
babylon.2.0-alpha.js