Avoid crash when generating LODs on meshes with non-finite vertices. #82285
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Basically just a finite check. I threw in
== 0
as well since that would cause a division by zero if it would happen, but I'm not sure if that is possible.I originally thought #80467 might address this type of issue but it does not: what happens is a nan in a vertex position propagates to the
face_area
variable which gets cast toint ray_count
and this becomes negative. I think this symptom is possibly related to the one aaron fixed (which was likely an integer overflow in that case), but the cause is different.Fixes V-Sekai/unidot_importer#20
In the case of this fbx mesh, it had three vertices in a face all set to nan. FBX2glTF helpfully preserved these nans in the gltf model. Unfortunately this test model could not be redistributed, so I never filed a Godot issue for this model.