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authorRémi Verschelde <rverschelde@gmail.com>2020-07-14 14:16:29 +0200
committerGitHub <noreply@github.com>2020-07-14 14:16:29 +0200
commit2921827387b339fef98cb761f9571dd0f1dd1986 (patch)
tree803bd123609936bfe43a0f9692fd467edee289be
parentc2ed367d4981506cae8f351a2a56db87b98d6d94 (diff)
parent9e28df22a0195340016f3ec7271a0bd738c0e928 (diff)
Merge pull request #40327 from pkdawson/patch-1
Avoid overflow when calculating visible_cells
-rw-r--r--scene/resources/world_2d.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp
index 1c753fdb91..d2bc2bea31 100644
--- a/scene/resources/world_2d.cpp
+++ b/scene/resources/world_2d.cpp
@@ -211,7 +211,7 @@ struct SpatialIndexer2D {
List<VisibilityNotifier2D *> added;
List<VisibilityNotifier2D *> removed;
- int visible_cells = (end.x - begin.x) * (end.y - begin.y);
+ uint64_t visible_cells = (uint64_t)(end.x - begin.x) * (uint64_t)(end.y - begin.y);
if (visible_cells > 10000) {
//well you zoomed out a lot, it's your problem. To avoid freezing in the for loops below, we'll manually check cell by cell