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Mesh has VerticesUpdated signal that is listened by VkMesh however when you create a fresh mesh and try to add it to the Renderer you get a crash here:
stagingBuffer.Create leads to an error LOG_ERROR("Can't allocate zero Vulkan buffer on gpu!"); and returns false but this return value is never checked
Also consider a case where mesh is updated with 0 vertices, this should also be properly handled (old information shall be freed)
The text was updated successfully, but these errors were encountered:
Mesh has
VerticesUpdated
signal that is listened byVkMesh
however when you create a fresh mesh and try to add it to the Renderer you get a crash here:stagingBuffer.Create
leads to an errorLOG_ERROR("Can't allocate zero Vulkan buffer on gpu!");
and returnsfalse
but this return value is never checkedAlso consider a case where mesh is updated with 0 vertices, this should also be properly handled (old information shall be freed)
The text was updated successfully, but these errors were encountered: