BGE: Add missing NULL check from recent LOD updates

This commit is contained in:
Campbell Barton
2013-12-26 08:28:00 +11:00
parent a5606fadbb
commit 7a3594dbd7

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@@ -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