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Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp11
1 files changed, 6 insertions, 5 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 9998f10e417..9dfad5bc0ed 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -941,15 +941,16 @@ 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) {
- STR_String bge_name = meshobj->GetName();
- STR_String blender_name = ((Mesh*)blenderobj->data)->id.name+2;
- if (bge_name == blender_name)
+ 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)) {
return meshobj;
+ }
}
// Get DerivedMesh data
- DerivedMesh *dm = CDDM_from_mesh(mesh, blenderobj);
+ DerivedMesh *dm = CDDM_from_mesh(mesh);
DM_ensure_tessface(dm);
MVert *mvert = dm->getVertArray(dm);