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author | Campbell Barton <ideasman42@gmail.com> | 2013-12-26 01:37:28 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2013-12-26 01:37:28 +0400 |
commit | ca3609126624a937c493f187c94289c9676f20dd (patch) | |
tree | f6f76f77494e0037c373c8490a9743d9cf3faf2b /source/gameengine | |
parent | 7a3594dbd7ffbca8a9cbe0db4507907907104334 (diff) |
correction to last commit
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index a7d6fcbc0ed..9dfad5bc0ed 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -941,7 +941,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, // Without checking names, we get some reuse we don't want that can cause // problems with material LoDs. - if ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL) { + if (blenderobj && ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL)) { const char *bge_name = meshobj->GetName().ReadPtr(); const char *blender_name = ((ID *)blenderobj->data)->name + 2; if (STREQ(bge_name, blender_name)) { |