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authorCampbell Barton <ideasman42@gmail.com>2013-12-26 01:37:28 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-12-26 01:37:28 +0400
commitca3609126624a937c493f187c94289c9676f20dd (patch)
treef6f76f77494e0037c373c8490a9743d9cf3faf2b /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parent7a3594dbd7ffbca8a9cbe0db4507907907104334 (diff)
correction to last commit
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index a7d6fcbc0ed..9dfad5bc0ed 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -941,7 +941,7 @@ 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) {
+ if (blenderobj && ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL)) {
const char *bge_name = meshobj->GetName().ReadPtr();
const char *blender_name = ((ID *)blenderobj->data)->name + 2;
if (STREQ(bge_name, blender_name)) {