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vmaCreateBuffer return value was silently discarded in both loadTerrain and loadTerrainIncremental. If allocation failed (OOM/fragmentation), the chunk proceeded with a VK_NULL_HANDLE UBO, causing the GPU to read from an invalid descriptor on the next draw call. Now checks the return value and skips the chunk on failure. |
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| .. | ||
| addons | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||