Limit mesh complexity in LOD generation to prevent crashing
(cherry picked from commit f95f2d1149
)
This commit is contained in:
parent
b0c59de143
commit
3518801deb
|
@ -475,6 +475,14 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
|
||||||
if (new_index_count == 0 || (new_index_count >= (index_count * 0.75f))) {
|
if (new_index_count == 0 || (new_index_count >= (index_count * 0.75f))) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
if (new_index_count > 5000000) {
|
||||||
|
// This limit theoretically shouldn't be needed, but it's here
|
||||||
|
// as an ad-hoc fix to prevent a crash with complex meshes.
|
||||||
|
// The crash still happens with limit of 6000000, but 5000000 works.
|
||||||
|
// In the future, identify what's causing that crash and fix it.
|
||||||
|
WARN_PRINT("Mesh LOD generation failed for mesh " + get_name() + " surface " + itos(i) + ", mesh is too complex. Some automatic LODs were not generated.");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
new_indices.resize(new_index_count);
|
new_indices.resize(new_index_count);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue