Avoid potential buffer over-read in shader, overrun in application.
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@@ -1570,7 +1570,9 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace*
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LLMatrix4a mp[JOINT_COUNT];
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LLMatrix4* mat = (LLMatrix4*) mp;
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for (U32 j = 0; j < skin->mJointNames.size(); ++j)
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U32 count = llmin((U32) skin->mJointNames.size(), (U32) JOINT_COUNT);
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for (U32 j = 0; j < count; ++j)
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{
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LLJoint* joint = avatar->getJoint(skin->mJointNames[j]);
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if (joint)
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