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authorBenoit Bolsee <benoit.bolsee@online.be>2009-11-26 12:40:37 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2009-11-26 12:40:37 +0300
commit8d9fba656869795d9d0135d2bc3b279e9176f9a1 (patch)
tree2488ece6dfe88606788b500cbbfa6e163bc9b048 /source/gameengine
parent6e467285cf76b7dc2e9dc602d26c23c61087ff83 (diff)
BGE: allow using dynamic loaded mesh in replaceMesh for soft body. This is a quick fix, it doesn't work yet on skinned mesh.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index b45fecb0f98..c8c5b33693b 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1106,8 +1106,10 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u
if (oldblendobj==NULL) {
- std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
- bHasShapeKey= bHasDvert= bHasArmature=bHasModifier=bHasSoftBody= false;
+ if (bHasModifier || bHasShapeKey || bHasDvert || bHasArmature) {
+ std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
+ bHasShapeKey= bHasDvert= bHasArmature=bHasModifier= false;
+ }
}
if (bHasModifier)