glTF2 exporter buffer overrun issue fix.
parent
fe73213420
commit
1407491a67
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@ -974,7 +974,7 @@ void ExportSkin(Asset &mAsset, const aiMesh *aimesh, Ref<Mesh> &meshRef, Ref<Buf
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Ref<Buffer> buf = vertexJointAccessor->bufferView->buffer;
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Ref<Buffer> buf = vertexJointAccessor->bufferView->buffer;
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uint8_t *arrys = new uint8_t[bytesLen];
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uint8_t *arrys = new uint8_t[bytesLen];
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unsigned int i = 0;
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unsigned int i = 0;
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for (unsigned int j = 0; j <= bytesLen; j += bytesPerComp) {
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for (unsigned int j = 0; j < bytesLen; j += bytesPerComp) {
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size_t len_p = offset + j;
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size_t len_p = offset + j;
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float f_value = *(float *)&buf->GetPointer()[len_p];
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float f_value = *(float *)&buf->GetPointer()[len_p];
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unsigned short c = static_cast<unsigned short>(f_value);
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unsigned short c = static_cast<unsigned short>(f_value);
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