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authorSergey Sharybin <sergey.vfx@gmail.com>2013-05-02 13:45:00 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-05-02 13:45:00 +0400
commit0cd35ada0de5dcb93a27ac6fe98a7640e74464ac (patch)
treee3e9ad8f1c7db9026dc7c220cd107615b3e008e6 /source/gameengine/Converter
parentf06343e0d8f8d4848ecafecef4a80c74cacde607 (diff)
Fix #35177: Press P Crashes Blender After Fracture of Cube
Root of the issue was fixed by Brecht in svn rev56441. This change only prevents crash of files created in blender before that fix, and also gives more useable information about what's wrong (apparently, assert here was doing nothing).
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index dcf99502a3e..6912adbb60c 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1108,7 +1108,10 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
{
if (dm->faceData.layers[i].type == CD_MTFACE)
{
- assert(validLayers <= 8);
+ if (validLayers >= MAX_MTFACE) {
+ printf("%s: corrupted mesh %s - too many CD_MTFACE layers\n", __func__, mesh->id.name);
+ break;
+ }
layers[validLayers].face = (MTFace*)(dm->faceData.layers[i].data);
layers[validLayers].name = dm->faceData.layers[i].name;