Workaround for if layer is None somehow.

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Remco Burema 2021-11-16 12:33:29 +01:00
parent cc92a9dc1c
commit c2ed0a9181
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@ -172,7 +172,8 @@ class SimulationPass(RenderPass):
# where a type-chage occurs. However, the shader expects vertices to have only one type. In order to
# fix this, those vertices are duplicated. This introduces a discrepancy that we have to take into
# account, which is done by the type-change-count.
type_change_count = layer_data.getLayer(self._layer_view._current_layer_num).lineMeshCumulativeTypeChangeCount(max(self._layer_view._current_path_num - 1, 0))
layer = layer_data.getLayer(self._layer_view._current_layer_num)
type_change_count = 0 if layer is None else layer.lineMeshCumulativeTypeChangeCount(max(self._layer_view._current_path_num - 1, 0))
current_layer_start = end
current_layer_end = current_layer_start + self._layer_view._current_path_num + current_polygon_offset + type_change_count