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author | Campbell Barton <ideasman42@gmail.com> | 2014-11-16 16:23:37 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2014-11-16 16:23:37 +0300 |
commit | c31f74de6bb7938ce0e36f75caeedfa16ac90b53 (patch) | |
tree | a1f10b56b9e6c06f4a66287ba16b5eced9fdb4c4 /source/gameengine/Converter/BL_BlenderDataConversion.cpp | |
parent | 0e60accf2afa4fc69da99743bb64d82cb3e0fbc4 (diff) |
Cleanup: use BLI_listbase_count_ex to avoid redundant looping
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 246d823ce90..c6140743950 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1568,7 +1568,7 @@ static KX_GameObject *gameobject_from_blenderobject( gameobj->AddMesh(meshobj); // gather levels of detail - if (BLI_listbase_count(&ob->lodlevels) > 1) { + if (BLI_listbase_count_ex(&ob->lodlevels, 2) > 1) { LodLevel *lod = ((LodLevel*)ob->lodlevels.first)->next; Mesh* lodmesh = mesh; Object* lodmatob = ob; |