Fix remaining sculpt mode crash using multires modifier, similar cause
to previous sculpt fix (OpenGL access from thread with no context bound). The fact that this has gone unnoticed so far means that people are dyntopoing like crazy these days.
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commit
1ea5c2a8e3
Notes:
blender-bot
2023-02-14 11:21:43 +01:00
Referenced by issue #38142, Node Group defaults not working
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@ -335,16 +335,6 @@ static void build_mesh_leaf_node(PBVH *bvh, PBVHNode *node)
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BLI_ghash_free(map, NULL, NULL);
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}
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static void build_grids_leaf_node(PBVH *bvh, PBVHNode *node)
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{
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if (!G.background) {
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node->draw_buffers =
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GPU_build_grid_pbvh_buffers(node->prim_indices,
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node->totprim, bvh->grid_hidden, bvh->gridkey.grid_size);
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}
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node->flag |= PBVH_UpdateDrawBuffers;
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}
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static void update_vb(PBVH *bvh, PBVHNode *node, BBC *prim_bbc,
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int offset, int count)
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{
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@ -371,7 +361,7 @@ static void build_leaf(PBVH *bvh, int node_index, BBC *prim_bbc,
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if (bvh->faces)
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build_mesh_leaf_node(bvh, bvh->nodes + node_index);
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else
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build_grids_leaf_node(bvh, bvh->nodes + node_index);
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BKE_pbvh_node_mark_rebuild_draw(bvh->nodes + node_index);
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}
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/* Return zero if all primitives in the node can be drawn with the
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