In my attempt to load .OBJ
-files I load vertex data into std::vectors
to send them to the GPU later. I fill three vectors, for normals, vertices and texture coordinates. The size of the normal vector is far higher than the size of the other two vectors, even if its filled with the same number of elements.
Code:
SceneTree* generateSceneTree(OBJScene* scene){
PostProcessing::triangulateFaces(scene);
SceneNode* node = new SceneNode;
vector<Vec<3>>& sceneNormals = scene->attributeData[Attribute::Normal];
vector<Vec<3>>& sceneVertices = scene->attributeData[Attribute::Position];
vector<Vec<3>>& sceneTexCoords = scene->attributeData[Attribute::TexCoord];
map<string,MaterialInfo*> mtls;
for(string s : scene->mtlLibs){
auto temp = loadMTL(s);
mtls.insert(temp.begin(),temp.end());
}
vector<Vec<3>> meshNormals; <-- creating vectors here.
vector<Vec<3>> meshVertices;
vector<Vec<2>> meshTexCoords;
for(auto g : scene->groups){
meshNormals.clear();
meshNormals.reserve(g.faces.size()*3);
meshVertices.clear();
meshVertices.reserve(g.faces.size()*3);
meshTexCoords.clear();
meshTexCoords.reserve(g.faces.size()*3);
AABB bBox;
cout << "num of faces: " << g.faces.size() << endl;
for(auto f : g.faces){
for(auto p : f.points){
uint vIndex = p.indices[Attribute::Position];
uint nIndex = p.indices[Attribute::Normal];
uint tIndex = p.indices[Attribute::TexCoord];
Vec<3> n = sceneNormals.at(nIndex);
Vec<3> v = sceneVertices.at(vIndex);
Vec<3> t = sceneTexCoords.at(tIndex);
meshNormals.push_back(n);
meshVertices.push_back(v);
meshTexCoords.push_back(t.toVec<2>());
bBox += meshVertices.back();
}
}
cout << "meshNormals size: " << meshNormals.size() << endl;
cout << "meshVertices size: " << meshVertices.size() << endl;
cout << "meshTexCoords size: " << meshTexCoords.size() << endl;
Mesh* m = new Mesh({
{meshVertices,Attribute::Position},
{meshNormals,Attribute::Normal},
{meshTexCoords,Attribute::TexCoord}
},GL_TRIANGLES);
SceneLeaf* leaf = new SceneLeaf;
leaf->nodeData = {Matrix4(),bBox};
leaf->leafData = {m, mtls[g.mtlName]};
node->addChild(leaf);
}
return node;
}
Output:
num of faces: 1087474
meshNormals size: 2958875950
meshVertices size: 3262422
meshTexCoords size: 3262422
This seems highly illogical. The program crashs afterwards with a std::bad_array_new_length
exception because the Mesh
class cant create an array of size 2958875950
to send to the GPU.
Update:
If I swap the declarations of meshVertices
and meshNormals
, meshVertices
has the wrong size. So the first created vector is affected.
If I use std::list
instead of std::vector
, everything works.
If I comment out the ....reserve(g.faces.size()*3);
lines, a std::bad_alloc
is thrown.
The simple answer is that your pointers at the start are pointing to somewhere else, either:
You did notice the 2958875950 is junk/negative integer?
My guess is that you have a memory corruption bug "somewhere" that is overwriting the meshNormals
variable on the stack. The fact that swapping the meshNormals
and meshVertices
declarations leads to meshVertices
becoming bad matches that theory.
To narrow in on the problem you can do a few things:
for(auto p : f.points)
loop and see if the error still occurs.
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