forked from bartvdbraak/blender
Fix #35480: object without material crash blender when starting game engine
Was a missing NULL-pointer check. No idea why it took so long to figure issue out -- apparently there was no crash in linux for me and msvc didn't show any backtrace :S Also corrected weirdo way of bit flag check which was: !ma->mode & MA_FACETEXTURE better do !(ma->mode & MA_FACETEXTURE) since ! is a logic NOT.
This commit is contained in:
parent
5a96c739c1
commit
880c132b11
@ -905,7 +905,7 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace
|
||||
ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
|
||||
converter->GetGLSLMaterials());
|
||||
|
||||
if ((!ma->mode & MA_FACETEXTURE))
|
||||
if (ma && (ma->mode & MA_FACETEXTURE) == 0)
|
||||
converter->CacheBlenderMaterial(ma, bl_mat);
|
||||
}
|
||||
|
||||
@ -921,7 +921,7 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace
|
||||
|
||||
kx_blmat->Initialize(scene, bl_mat, (ma?&ma->game:NULL), lightlayer);
|
||||
polymat = static_cast<RAS_IPolyMaterial*>(kx_blmat);
|
||||
if ((!ma->mode & MA_FACETEXTURE))
|
||||
if (ma && (ma->mode & MA_FACETEXTURE) == 0)
|
||||
converter->CachePolyMaterial(ma, polymat);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user