From 7a3594dbd7ffbca8a9cbe0db4507907907104334 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 26 Dec 2013 08:28:00 +1100 Subject: BGE: Add missing NULL check from recent LOD updates --- source/gameengine/Converter/BL_BlenderDataConversion.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index a1e4f9f22ae..a7d6fcbc0ed 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -942,10 +942,11 @@ 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) + 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 -- cgit v1.2.3