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-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp16
1 files changed, 16 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 409a3bfec8f..ae902e23d65 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1973,6 +1973,22 @@ static KX_GameObject *gameobject_from_blenderobject(
((ob->gameflag2 & OB_NEVER_DO_ACTIVITY_CULLING)!=0);
gameobj->SetIgnoreActivityCulling(ignoreActivityCulling);
gameobj->SetOccluder((ob->gameflag & OB_OCCLUDER) != 0, false);
+
+ // we only want obcolor used if there is a material in the mesh
+ // that requires it
+ Material *mat= NULL;
+ bool bUseObjectColor=false;
+
+ for (int i=0;i<mesh->totcol;i++) {
+ mat=mesh->mat[i];
+ if (!mat) break;
+ if ((mat->shade_flag &= MA_OBCOLOR)) {
+ bUseObjectColor = true;
+ break;
+ }
+ }
+ if (bUseObjectColor)
+ gameobj->SetObjectColor(ob->col);
// two options exists for deform: shape keys and armature
// only support relative shape key