Too bad that nvidia has abandoned this project, but just in case anyone else runs into the out of bounds issue with fluids, here is a fix (_auxFlexDrawFluid.cs around line 245)
if (m_indexBuffer != null)
{
// (mg) if m_scence.container.fluidIndices reserves a larger capacity than the actual number of particles
// only copy the valid particles so we don't overflow
m_indexBuffer.SetData(indices, 0, 0, indexCount);
}
Repro steps for this bug: open the scene in Flex Samples/9 and change the source actor's start speed to a lower value like 2.0
Too bad that nvidia has abandoned this project, but just in case anyone else runs into the out of bounds issue with fluids, here is a fix (_auxFlexDrawFluid.cs around line 245)
Repro steps for this bug: open the scene in Flex Samples/9 and change the source actor's start speed to a lower value like 2.0