SGBuildingBin: avoid read of un-inited memory

Where the building line is not as long as expected, ensure we read
valid memory.
This commit is contained in:
James Turner 2020-08-07 17:48:21 +01:00
parent 57c7d58f79
commit abb1cd02cd

View File

@ -462,9 +462,17 @@ typedef QuadTreeBuilder<LOD*, SGBuildingBin::BuildingInstance, MakeBuildingLeaf,
// F is the number of floors (integer)
// WT is the texture index to use (integer) for walls. Buildings with the same WT value will have the same wall texture assigned. There are 6 small, 6 medium and 4 large textures.
// RT is the texture index to use (integer) for roofs. Buildings with the same RT value will have the same roof texture assigned. There are 6 small, 6 medium and 4 large textures.
float x, y, z, r, w, d, h, p;
int b, s, o, f, wt, rt;
in >> x >> y >> z >> r >> b >> w >> d >> h >> p >> s >> o >> f >> wt >> rt;
float x = 0.0f, y = 0.0f, z = 0.0f, r = 0.0f, w = 0.0f, d = 0.0f, h = 0.0f, p = 0.0f;
int b = 0, s = 0, o = 0, f = 0, wt = 0, rt = 0;
in >> x >> y >> z >> r >> b;
if (in.failbit) {
SG_LOG(SG_TERRAIN, SG_WARN, "Error parsing build entry in: " << absoluteFileName);
continue;
}
// these might fail, so check them after we look at failbit
in >> w >> d >> h >> p >> s >> o >> f >> wt >> rt;
//SG_LOG(SG_TERRAIN, SG_ALERT, "Building entry " << x << " " << y << " " << z << " " << b );
SGVec3f loc = SGVec3f(x,y,z);