QuadTree should segfault less frequently.
[ipdf/code.git] / src / objectrenderer.cpp
index 9bbcfd6..8b3b7e4 100644 (file)
@@ -31,10 +31,14 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type,
  */
 void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
 {
+       // If we don't have anything to render, return.
+       if (first_obj_id == last_obj_id) return;
+       // If there are no objects of this type, return.
+       if (m_indexes.empty()) return;
        unsigned first_index = 0;
-       while (m_indexes[first_index] < first_obj_id) first_index ++;
+       while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
        unsigned last_index = first_index;
-       while (m_indexes[last_index] < last_obj_id) last_index ++;
+       while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
 
        m_shader_program.Use();
        m_ibo.Bind();
@@ -277,8 +281,8 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
        {
                GPUBezierCoeffs coeffs = {
                        Float(bez->x0), Float(bez->y0),
-                       Float(bez->x1 - bez->x0), Float(bez->y1 - bez->y0),
-                       Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0)
+                       Float(bez->x1), Float(bez->y1),
+                       Float(bez->x2), Float(bez->y2)
                        };
                builder.Add(coeffs);
        }
@@ -303,10 +307,15 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
        if (!m_shader_program.Valid())
                Warn("Shader is invalid (objects are of type %d)", m_type);
 
+       // If we don't have anything to render, return.
+       if (first_obj_id == last_obj_id) return;
+       // If there are no objects of this type, return.
+       if (m_indexes.empty()) return;
+
        unsigned first_index = 0;
-       while (m_indexes[first_index] < first_obj_id) first_index ++;
+       while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
        unsigned last_index = first_index;
-       while (m_indexes[last_index] < last_obj_id) last_index ++;
+       while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
 
        m_shader_program.Use();
        glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);

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