What steps will reproduce the problem?
1. Change the Position VertexBuffer on a mesh, ensure the new buffer is larger
than the previous. Use the VertexBuffer.updateData() method for this purpose.
You can also update the index buffer in the same way to point to the new
vertices.
What is the expected output? What do you see instead?
The newly added vertices are not displayed. Even worse, its possible for a
crash to happen at this point for GPUs with undefined behavior when a vertex
index is specified that is greater than the vertex count.
Proposed solution: Deprecate VertexBuffer.updateData(), or only allow it to set
a buffer with the same number of elements. Next, add a new method,
Mesh.updateBuffer(), that will do the same thing updateData() does but also
call updateCounts() at the end.
Original issue reported on code.google.com by ShadowIs...@gmail.com on 4 Apr 2012 at 7:37
Original issue reported on code.google.com by
ShadowIs...@gmail.com
on 4 Apr 2012 at 7:37