Correct a logical OR in llrender, and add guards against mCount dropping below zero. (Alchemy and LL sync)
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@@ -2146,7 +2146,7 @@ void LLRender::setLineWidth(F32 line_width)
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}
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if (mNewContext.lineWidth != line_width || mDirty)
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{
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if (mMode == LLRender::LINES || LLRender::LINE_STRIP)
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if (mMode == LLRender::LINES || mMode == LLRender::LINE_STRIP)
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{
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flush();
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}
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@@ -2492,7 +2492,8 @@ void LLRender::vertexBatchPreTransformed(LLVector4a* verts, S32 vert_count)
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mColorsp[mCount] = mColorsp[mCount-1];
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}
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mVerticesp[mCount] = mVerticesp[mCount-1];
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if (mCount > 0) // ND: Guard against crashes if mCount is zero, yes it can happen
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mVerticesp[mCount] = mVerticesp[mCount-1];
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mPrimitiveReset = false;
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}
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@@ -2528,9 +2529,12 @@ void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, S32
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mCount++;
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mColorsp[mCount] = mColorsp[mCount-1];
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}
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mVerticesp[mCount] = mVerticesp[mCount-1];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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if (mCount > 0)
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{
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mVerticesp[mCount] = mVerticesp[mCount - 1];
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mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
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}
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mPrimitiveReset = false;
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}
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@@ -2564,9 +2568,12 @@ void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, LLCo
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mColorsp.copyArray(mCount, colors, vert_count);
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mCount += vert_count;
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mVerticesp[mCount] = mVerticesp[mCount-1];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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if (mCount > 0)
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{
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mVerticesp[mCount] = mVerticesp[mCount - 1];
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mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
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mColorsp[mCount] = mColorsp[mCount - 1];
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}
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mPrimitiveReset = false;
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}
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