Fix rigged mesh stack smashing

This commit is contained in:
Drake Arconis
2013-03-04 16:13:58 -05:00
parent 3fac86158c
commit 6e72ec2e12

View File

@@ -3047,7 +3047,8 @@ void LLRiggedVolume::update(const LLMeshSkinInfo* skin, LLVOAvatar* avatar, cons
LLMatrix4a mp[64];
LLMatrix4* mat = (LLMatrix4*) mp;
for (U32 j = 0; j < skin->mJointNames.size(); ++j)
U32 maxJoints = llmin(skin->mJointNames.size(), 64);
for (U32 j = 0; j < maxJoints; ++j)
{
LLJoint* joint = avatar->getJoint(skin->mJointNames[j]);
if (joint)
@@ -3105,7 +3106,13 @@ void LLRiggedVolume::update(const LLMeshSkinInfo* skin, LLVOAvatar* avatar, cons
F32 w = wght[k];
LLMatrix4a src;
src.setMul(mp[idx[k]], w);
// Insure ref'd bone is in our clamped array of mats
llassert(idx[k] < 64);
// don't read garbage off the stack in release
if (idx[k] < 64)
{
src.setMul(mp[idx[k]], w);
}
final_mat.add(src);
}