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authorMitchell Stokes <mogurijin@gmail.com>2014-06-03 05:52:13 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-06-03 05:52:13 +0400
commit6c9dd174a8bc2cd9a857c96f3ddfdb398aa6f88c (patch)
tree6885218f3fd4b094a5a7169c39262a7246345e05 /source/gameengine
parent2645660bed5f8265e114e2532969f3a53d833f4a (diff)
Fix T39053: Replace mesh actuator does not replace material (only mesh)
The replace mesh actuator was reconverting the mesh data which causes conflicts with the LoD code. Instead, we just look for an already converted mesh, which should already be in the scene.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp10
1 files changed, 1 insertions, 9 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index b59c26ab90b..7d5527d4cbb 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -514,15 +514,7 @@ void BL_ConvertActuators(const char* maggiename,
break;
case ACT_EDOB_REPLACE_MESH:
{
- RAS_MeshObject *tmpmesh = NULL;
- if (editobact->me)
- tmpmesh = BL_ConvertMesh(
- editobact->me,
- blenderobject,
- scene,
- converter,
- false
- );
+ RAS_MeshObject *tmpmesh = converter->FindGameMesh(editobact->me);
KX_SCA_ReplaceMeshActuator* tmpreplaceact = new KX_SCA_ReplaceMeshActuator(
gameobj,