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authorCampbell Barton <ideasman42@gmail.com>2013-12-26 01:28:00 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-12-26 01:28:00 +0400
commit7a3594dbd7ffbca8a9cbe0db4507907907104334 (patch)
tree31f24e2681acdf37137ca586575f992401173303
parenta5606fadbb32b69a1262cb80a8aa2a60189f4232 (diff)
BGE: Add missing NULL check from recent LOD updates
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index a1e4f9f22ae..a7d6fcbc0ed 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -942,10 +942,11 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
// Without checking names, we get some reuse we don't want that can cause
// problems with material LoDs.
if ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL) {
- STR_String bge_name = meshobj->GetName();
- STR_String blender_name = ((Mesh*)blenderobj->data)->id.name+2;
- if (bge_name == blender_name)
+ const char *bge_name = meshobj->GetName().ReadPtr();
+ const char *blender_name = ((ID *)blenderobj->data)->name + 2;
+ if (STREQ(bge_name, blender_name)) {
return meshobj;
+ }
}
// Get DerivedMesh data