forked from bartvdbraak/blender
correction to last commit
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@ -941,7 +941,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
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// Without checking names, we get some reuse we don't want that can cause
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// problems with material LoDs.
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if ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL) {
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if (blenderobj && ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL)) {
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const char *bge_name = meshobj->GetName().ReadPtr();
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const char *blender_name = ((ID *)blenderobj->data)->name + 2;
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if (STREQ(bge_name, blender_name)) {
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