From 946f273ebb6f30969bf7d099bf9a3fdd06cad64f Mon Sep 17 00:00:00 2001 From: Jeremy Koletar Date: Fri, 17 Jul 2015 13:39:41 -0500 Subject: [PATCH 1/2] controls: Don't make scene graph assumptions when setting the CollisionRay's height --- direct/src/controls/GravityWalker.py | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) diff --git a/direct/src/controls/GravityWalker.py b/direct/src/controls/GravityWalker.py index 5552168860..7c232e55f4 100755 --- a/direct/src/controls/GravityWalker.py +++ b/direct/src/controls/GravityWalker.py @@ -179,9 +179,9 @@ class GravityWalker(DirectObject.DirectObject): # a higher or lower value depending on whether you want an avatar # that is outside of the world to step up to the floor when they # get under valid floor: - cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0) + self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0) cRayNode = CollisionNode('GW.cRayNode') - cRayNode.addSolid(cRay) + cRayNode.addSolid(self.cRay) self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode) cRayNode.setFromCollideMask(bitmask) cRayNode.setIntoCollideMask(BitMask32.allOff()) @@ -697,8 +697,4 @@ class GravityWalker(DirectObject.DirectObject): # There are sometimes issues if the collision ray height is # so tall that it collides with multiple levels of floors. def setCollisionRayHeight(self, height): - oldNode = self.avatarNodePath.getNode(0) - cRayNode = oldNode.getChild(2) - cRayNode.removeSolid(0) - cRay = CollisionRay(0.0, 0.0, height, 0.0, 0.0, -1.0) - cRayNode.addSolid(cRay) \ No newline at end of file + self.cRay.setOrigin(0.0, 0.0, height) From 221507437a4be6d3b9c0b3295d67f05b5ebad2e2 Mon Sep 17 00:00:00 2001 From: rdb Date: Fri, 17 Jul 2015 21:28:51 +0200 Subject: [PATCH 2/2] Fix crash when passing an undersized array to a GLSL array input --- panda/src/glstuff/glShaderContext_src.cxx | 29 ++++++++++++----------- 1 file changed, 15 insertions(+), 14 deletions(-) diff --git a/panda/src/glstuff/glShaderContext_src.cxx b/panda/src/glstuff/glShaderContext_src.cxx index 5288c446b5..5566680c17 100644 --- a/panda/src/glstuff/glShaderContext_src.cxx +++ b/panda/src/glstuff/glShaderContext_src.cxx @@ -1186,6 +1186,7 @@ issue_parameters(int altered) { } GLint p = _glsl_parameter_map[spec._id._seqno]; + int array_size = min(spec._dim[0], ptr_data->_size / spec._dim[1]); switch (spec._type) { case Shader::SPT_float: { @@ -1194,16 +1195,16 @@ issue_parameters(int altered) { switch (ptr_data->_type) { case Shader::SPT_int: // Convert int data to float data. - data = (float*) alloca(sizeof(float) * spec._dim[0] * spec._dim[1]); - for (int i = 0; i < (spec._dim[0] * spec._dim[1]); ++i) { + data = (float*) alloca(sizeof(float) * array_size * spec._dim[1]); + for (int i = 0; i < (array_size * spec._dim[1]); ++i) { data[i] = (float)(((int*)ptr_data->_ptr)[i]); } break; case Shader::SPT_double: // Downgrade double data to float data. - data = (float*) alloca(sizeof(float) * spec._dim[0] * spec._dim[1]); - for (int i = 0; i < (spec._dim[0] * spec._dim[1]); ++i) { + data = (float*) alloca(sizeof(float) * array_size * spec._dim[1]); + for (int i = 0; i < (array_size * spec._dim[1]); ++i) { data[i] = (float)(((double*)ptr_data->_ptr)[i]); } break; @@ -1217,12 +1218,12 @@ issue_parameters(int altered) { } switch (spec._dim[1]) { - case 1: _glgsg->_glUniform1fv(p, spec._dim[0], (float*)data); continue; - case 2: _glgsg->_glUniform2fv(p, spec._dim[0], (float*)data); continue; - case 3: _glgsg->_glUniform3fv(p, spec._dim[0], (float*)data); continue; - case 4: _glgsg->_glUniform4fv(p, spec._dim[0], (float*)data); continue; - case 9: _glgsg->_glUniformMatrix3fv(p, spec._dim[0], GL_FALSE, (float*)data); continue; - case 16: _glgsg->_glUniformMatrix4fv(p, spec._dim[0], GL_FALSE, (float*)data); continue; + case 1: _glgsg->_glUniform1fv(p, array_size, (float*)data); continue; + case 2: _glgsg->_glUniform2fv(p, array_size, (float*)data); continue; + case 3: _glgsg->_glUniform3fv(p, array_size, (float*)data); continue; + case 4: _glgsg->_glUniform4fv(p, array_size, (float*)data); continue; + case 9: _glgsg->_glUniformMatrix3fv(p, array_size, GL_FALSE, (float*)data); continue; + case 16: _glgsg->_glUniformMatrix4fv(p, array_size, GL_FALSE, (float*)data); continue; } nassertd(false) continue; } @@ -1239,10 +1240,10 @@ issue_parameters(int altered) { } else { switch (spec._dim[1]) { - case 1: _glgsg->_glUniform1iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue; - case 2: _glgsg->_glUniform2iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue; - case 3: _glgsg->_glUniform3iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue; - case 4: _glgsg->_glUniform4iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue; + case 1: _glgsg->_glUniform1iv(p, array_size, (int*)ptr_data->_ptr); continue; + case 2: _glgsg->_glUniform2iv(p, array_size, (int*)ptr_data->_ptr); continue; + case 3: _glgsg->_glUniform3iv(p, array_size, (int*)ptr_data->_ptr); continue; + case 4: _glgsg->_glUniform4iv(p, array_size, (int*)ptr_data->_ptr); continue; } nassertd(false) continue; }