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authorBenoit Bolsee <benoit.bolsee@online.be>2008-03-22 01:44:12 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2008-03-22 01:44:12 +0300
commit7e031b7a39f8cf1b8bf9d415449f177e7991e9bd (patch)
tree2b377b809a44d80a8f3d2f47d7c8d86218f7f75b /source/gameengine/Ketsji/KX_KetsjiEngine.cpp
parent4e8f06604fa2d3f300968151021ac937409a103e (diff)
Correction on BGE fixes:
- check that an object has been created before setting the physics environment - check that there is an active camera before using it - when a camera is deleted, remove it from m_cameras list
Diffstat (limited to 'source/gameengine/Ketsji/KX_KetsjiEngine.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index b879dd2ebee..03ad5109adc 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -617,7 +617,7 @@ void KX_KetsjiEngine::Render()
SetWorldSettings(scene->GetWorldInfo());
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
- if(!cam->GetViewport())
+ if(cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
@@ -854,6 +854,9 @@ void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene, KX_Camera* cam)
RAS_Rect viewport;
+ if (!cam)
+ return;
+
if (cam->GetViewport()) {
viewport.SetLeft(cam->GetViewportLeft());
viewport.SetBottom(cam->GetViewportBottom());