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authorPorteries Tristan <republicthunderbolt9@gmail.com>2015-05-24 21:38:24 +0300
committerPorteries Tristan <republicthunderbolt9@gmail.com>2015-05-25 11:33:04 +0300
commit153cebd95b21c02d6317fd68a0840a0e72aac497 (patch)
treebc87e95c4a9610f5bc8bef64723fb50adcad9acd /source/gameengine
parenta5a648c7c66689f9a7fe026d673d7f26c82a0311 (diff)
BGE: Fix bug with default material and MTFace.
It set default material even if there are a MTface but no blender material. Tested in GLSL and Multitexture. Reviewers: HG1
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 2f62ffdd698..3fc0215fe18 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1065,8 +1065,8 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
else
ma = mesh->mat ? mesh->mat[mface->mat_nr]:NULL;
- /* ckeck for texface since texface _only_ is used as a fallback */
- if (ma == NULL && tface == NULL) {
+ // Check for blender material
+ if (ma == NULL) {
ma= &defmaterial;
}