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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2005-01-23 02:46:54 +0300
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2005-01-23 02:46:54 +0300
commita572d196e655e60c68c622adcb28cf45138c4d15 (patch)
tree1901cdf23bfdbe62a932f2681cbd1abdf0f0ca10 /source/gameengine
parent1da3b9f517103f6e04312faf08ca7c71edf7d0dd (diff)
Don't fail on mesh objects with no faces.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index ba5bf173e12..645977108ac 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -223,6 +223,11 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
int lightlayer = blenderobj->lay;
+ MFace* mface = static_cast<MFace*>(mesh->mface);
+ TFace* tface = static_cast<TFace*>(mesh->tface);
+ MCol* mmcol = mesh->mcol;
+ MT_assert(mface || mesh->totface == 0);
+
// Determine if we need to make a skinned mesh
if (mesh->dvert){
meshobj = new BL_SkinMeshObject(lightlayer);
@@ -234,11 +239,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
meshobj->SetName(mesh->id.name);
- MFace* mface = static_cast<MFace*>(mesh->mface);
- TFace* tface = static_cast<TFace*>(mesh->tface);
- MT_assert(mface && "Mesh has no faces!");
- MCol* mmcol = mesh->mcol;
-
meshobj->m_xyz_index_to_vertex_index_mapping.resize(mesh->totvert);
for (int f=0;f<mesh->totface;f++,mface++)