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authorWindy Darian <p123456638@msn.com>2019-03-14 00:35:19 -0400
committerWindy Darian <p123456638@msn.com>2019-03-14 00:35:53 -0400
commitff318d91eed02a52ed6e8e81a13abf5258a9a839 (patch)
tree0a6c9209388c9e8238db5041d8d4f815fb60e7d3
parent775e74e0d41daa9cf3679c2e215f4ef46eee9cbc (diff)
Fix bone aabb calculation, which caused a skeletal mesh culling issue
There was a bug that could result in most bone aabb boxes ending up with tiny size upon import and mess up with culling of skeletal meshes. This fixes it.
-rw-r--r--servers/visual_server.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp
index 3dbe516f74..19c6106502 100644
--- a/servers/visual_server.cpp
+++ b/servers/visual_server.cpp
@@ -776,7 +776,7 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
continue; //break;
ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA);
- if (bptr->size.x < 0) {
+ if (bptr[idx].size.x < 0) {
//first
bptr[idx] = AABB(v, SMALL_VEC3);
any_valid = true;