forked from bartvdbraak/blender
BGE: Fix T44700 mesh without material in blenderplayer.
If a mesh doesn't have a material we don't initialize the mSavedData in KX_BlenderMaterial to avoid crash.
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7c06190882
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2fa4a48bce
@ -96,18 +96,20 @@ void KX_BlenderMaterial::Initialize(
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);
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Material *ma = data->material;
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// Save material data to restore on exit
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mSavedData.r = ma->r;
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mSavedData.g = ma->g;
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mSavedData.b = ma->b;
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mSavedData.a = ma->alpha;
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mSavedData.specr = ma->specr;
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mSavedData.specg = ma->specg;
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mSavedData.specb = ma->specb;
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mSavedData.spec = ma->spec;
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mSavedData.ref = ma->ref;
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mSavedData.hardness = ma->har;
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mSavedData.emit = ma->emit;
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if (ma) {
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// Save material data to restore on exit
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mSavedData.r = ma->r;
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mSavedData.g = ma->g;
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mSavedData.b = ma->b;
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mSavedData.a = ma->alpha;
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mSavedData.specr = ma->specr;
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mSavedData.specg = ma->specg;
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mSavedData.specb = ma->specb;
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mSavedData.spec = ma->spec;
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mSavedData.ref = ma->ref;
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mSavedData.hardness = ma->har;
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mSavedData.emit = ma->emit;
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}
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mMaterial = data;
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mShader = 0;
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@ -140,18 +142,21 @@ void KX_BlenderMaterial::Initialize(
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KX_BlenderMaterial::~KX_BlenderMaterial()
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{
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Material *ma = mMaterial->material;
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// Restore Blender material data
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ma->r = mSavedData.r;
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ma->g = mSavedData.g;
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ma->b = mSavedData.b;
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ma->alpha = mSavedData.a;
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ma->specr = mSavedData.specr;
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ma->specg = mSavedData.specg;
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ma->specb = mSavedData.specb;
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ma->spec = mSavedData.spec;
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ma->ref = mSavedData.ref;
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ma->har = mSavedData.hardness;
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ma->emit = mSavedData.emit;
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if (ma) {
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// Restore Blender material data
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ma->r = mSavedData.r;
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ma->g = mSavedData.g;
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ma->b = mSavedData.b;
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ma->alpha = mSavedData.a;
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ma->specr = mSavedData.specr;
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ma->specg = mSavedData.specg;
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ma->specb = mSavedData.specb;
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ma->spec = mSavedData.spec;
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ma->ref = mSavedData.ref;
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ma->har = mSavedData.hardness;
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ma->emit = mSavedData.emit;
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}
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// cleanup work
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if (mConstructed)
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@ -823,18 +828,34 @@ void KX_BlenderMaterial::UpdateIPO(
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{
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// only works one deep now
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// GLSL Multitexture Input
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mMaterial->material->specr = mMaterial->speccolor[0] = (float)(specrgb)[0];
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mMaterial->material->specg = mMaterial->speccolor[1] = (float)(specrgb)[1];
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mMaterial->material->specb = mMaterial->speccolor[2] = (float)(specrgb)[2];
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mMaterial->material->r = mMaterial->matcolor[0] = (float)(rgba[0]);
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mMaterial->material->g = mMaterial->matcolor[1] = (float)(rgba[1]);
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mMaterial->material->b = mMaterial->matcolor[2] = (float)(rgba[2]);
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mMaterial->material->alpha = mMaterial->alpha = (float)(rgba[3]);
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mMaterial->material->har = mMaterial->hard = (float)(hard);
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mMaterial->material->emit = mMaterial->emit = (float)(emit);
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mMaterial->material->spec = mMaterial->spec_f = (float)(spec);
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mMaterial->material->ref = mMaterial->ref = (float)(ref);
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// Multitexture Input
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mMaterial->speccolor[0] = (float)(specrgb)[0];
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mMaterial->speccolor[1] = (float)(specrgb)[1];
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mMaterial->speccolor[2] = (float)(specrgb)[2];
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mMaterial->matcolor[0] = (float)(rgba[0]);
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mMaterial->matcolor[1] = (float)(rgba[1]);
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mMaterial->matcolor[2] = (float)(rgba[2]);
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mMaterial->alpha = (float)(rgba[3]);
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mMaterial->hard = (float)(hard);
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mMaterial->emit = (float)(emit);
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mMaterial->spec_f = (float)(spec);
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mMaterial->ref = (float)(ref);
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Material *ma = mMaterial->material;
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if (ma) {
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// GLSL Input
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ma->specr = (float)(specrgb)[0];
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ma->specg = (float)(specrgb)[1];
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ma->specb = (float)(specrgb)[2];
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ma->r = (float)(rgba[0]);
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ma->g = (float)(rgba[1]);
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ma->b = (float)(rgba[2]);
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ma->alpha = (float)(rgba[3]);
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ma->har = (float)(hard);
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ma->emit = (float)(emit);
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ma->spec = (float)(spec);
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ma->ref = (float)(ref);
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}
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}
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void KX_BlenderMaterial::Replace_IScene(SCA_IScene *val)
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