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authorCampbell Barton <ideasman42@gmail.com>2008-06-13 06:20:09 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-06-13 06:20:09 +0400
commit8bd82d4e3645a1e1e141522f6a127bb73759096b (patch)
treea366506ab9bc511d63bc5e6ecde9ed287d638d3e /source/gameengine
parent21c2613622a99bfea1871ef5b15ff21da706007b (diff)
Some pose action ipo corruptions when using BGE, added some debug printf's when copying to/from the same pose since it should never happen.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 08567dde840..d4712efda9e 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -92,9 +92,10 @@ BL_ArmatureObject::~BL_ArmatureObject()
/* there is only 1 unique Pose per Armature */
void BL_ArmatureObject::ApplyPose()
{
- if (m_pose){
+ if (m_pose) {
// copy to armature object
- extract_pose_from_pose(m_objArma->pose, m_pose);
+ if (m_objArma->pose != m_pose)/* This should never happen but it does - Campbell */
+ extract_pose_from_pose(m_objArma->pose, m_pose);
// is this needed anymore?
//if (!m_mrdPose)