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.
This commit is contained in:
Antonis Ryakiotakis 2014-01-09 04:28:17 +02:00
parent e47a41e3fc
commit 1ea5c2a8e3
Notes: blender-bot 2023-02-14 11:21:43 +01:00
Referenced by issue #38142, Node Group defaults not working
1 changed files with 1 additions and 11 deletions

View File

@ -335,16 +335,6 @@ static void build_mesh_leaf_node(PBVH *bvh, PBVHNode *node)
BLI_ghash_free(map, NULL, NULL);
}
static void build_grids_leaf_node(PBVH *bvh, PBVHNode *node)
{
if (!G.background) {
node->draw_buffers =
GPU_build_grid_pbvh_buffers(node->prim_indices,
node->totprim, bvh->grid_hidden, bvh->gridkey.grid_size);
}
node->flag |= PBVH_UpdateDrawBuffers;
}
static void update_vb(PBVH *bvh, PBVHNode *node, BBC *prim_bbc,
int offset, int count)
{
@ -371,7 +361,7 @@ static void build_leaf(PBVH *bvh, int node_index, BBC *prim_bbc,
if (bvh->faces)
build_mesh_leaf_node(bvh, bvh->nodes + node_index);
else
build_grids_leaf_node(bvh, bvh->nodes + node_index);
BKE_pbvh_node_mark_rebuild_draw(bvh->nodes + node_index);
}
/* Return zero if all primitives in the node can be drawn with the