Fix for bug #9075: the crash with stars rendering was not

completely fixed yet.
This commit is contained in:
Brecht Van Lommel 2008-04-17 12:11:15 +00:00
parent 3175ecbcc0
commit 13b9b0ae03

@ -182,7 +182,7 @@ static void halo_pixelstruct(HaloRen *har, RenderLayer **rlpp, int totsample, in
amount+= amountm;
zz= calchalo_z(har, ps->z);
if((zz> har->zs) || (har->mat->mode & MA_HALO_SOFT)) {
if((zz> har->zs) || (har->mat && (har->mat->mode & MA_HALO_SOFT))) {
if(shadeHaloFloat(har, col, zz, dist, xn, yn, flarec)) {
flarec= 0;
@ -300,7 +300,7 @@ static void halo_tile(RenderPart *pa, RenderLayer *rl)
}
else {
zz= calchalo_z(har, *rz);
if((zz> har->zs) || (har->mat->mode & MA_HALO_SOFT)) {
if((zz> har->zs) || (har->mat && (har->mat->mode & MA_HALO_SOFT))) {
if(shadeHaloFloat(har, col, zz, dist, xn, yn, har->flarec)) {
for(sample=0; sample<totsample; sample++)
addalphaAddfacFloat(rlpp[sample]->rectf + od*4, col, har->add);