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authorCampbell Barton <ideasman42@gmail.com>2009-09-29 11:51:54 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-09-29 11:51:54 +0400
commitc8b7384c4ba1c7f5c79ac594bd8e0f9043cd4d0e (patch)
tree10ae8af97848d2279634df1c5ebd990cdf47f42e /source/gameengine/Converter
parent64a093ea77ee3624a3630e150189789dee4032a5 (diff)
remove ray sensors own logic manager (now stored in parent class) + other minor changes.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 8feae48f12e..52fb13bd41c 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -838,8 +838,10 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
if (mface->v4)
tan3 = tangent[f*4 + 3];
}
-
- ma = give_current_material(blenderobj, mface->mat_nr+1);
+ if(blenderobj)
+ ma = give_current_material(blenderobj, mface->mat_nr+1);
+ else
+ ma = mesh->mat ? mesh->mat[mface->mat_nr]:NULL;
{
bool visible = true;