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authorSergey Sharybin <sergey.vfx@gmail.com>2013-05-27 19:13:14 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-05-27 19:13:14 +0400
commit880c132b11829abce6b6a935437278cc70034c3c (patch)
treea0c05afb04818ada1a1cc0a15299d9a727bdcf67 /source/gameengine/Converter
parent5a96c739c1f255effa2ef16e39afcd8a4fdd3b8e (diff)
Fix #35480: object without material crash blender when starting game engine
Was a missing NULL-pointer check. No idea why it took so long to figure issue out -- apparently there was no crash in linux for me and msvc didn't show any backtrace :S Also corrected weirdo way of bit flag check which was: !ma->mode & MA_FACETEXTURE better do !(ma->mode & MA_FACETEXTURE) since ! is a logic NOT.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index ebe35369844..2fb83d4c1fd 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -905,7 +905,7 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace
ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
converter->GetGLSLMaterials());
- if ((!ma->mode & MA_FACETEXTURE))
+ if (ma && (ma->mode & MA_FACETEXTURE) == 0)
converter->CacheBlenderMaterial(ma, bl_mat);
}
@@ -921,7 +921,7 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace
kx_blmat->Initialize(scene, bl_mat, (ma?&ma->game:NULL), lightlayer);
polymat = static_cast<RAS_IPolyMaterial*>(kx_blmat);
- if ((!ma->mode & MA_FACETEXTURE))
+ if (ma && (ma->mode & MA_FACETEXTURE) == 0)
converter->CachePolyMaterial(ma, polymat);
}
}