Commit: f09480b2125c6125212fb3f057ebb4a9061bc134 Author: Jeroen Bakker Date: Thu Jun 28 10:35:48 2018 +0200 Branches: blender2.8 https://developer.blender.org/rBf09480b2125c6125212fb3f057ebb4a9061bc134
Hair drawing: respect the amount of layers. Current implementation works with at most of 3 layers, but was not checked during hair drawing leading to reading from uninitialized memory. This commit limits it to the number of layers that is used during compilation of blender. =================================================================== M source/blender/draw/intern/draw_hair.c =================================================================== diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index d5923419b37..8320ae55179 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -115,12 +115,12 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex( /* TODO optimize this. Only bind the ones GPUMaterial needs. */ for (int i = 0; i < hair_cache->num_uv_layers; ++i) { - for (int n = 0; hair_cache->uv_layer_names[i][n][0] != '\0'; ++n) { + for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; ++n) { DRW_shgroup_uniform_texture(shgrp, hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]); } } for (int i = 0; i < hair_cache->num_col_layers; ++i) { - for (int n = 0; hair_cache->col_layer_names[i][n][0] != '\0'; ++n) { + for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; ++n) { DRW_shgroup_uniform_texture(shgrp, hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]); } } _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs