Fix #33815: blender internal crash rendering material pass with strands.

Patch from Sergey with modifications.
This commit is contained in:
Brecht Van Lommel
2013-01-09 15:39:26 +00:00
parent a4ba448529
commit b02dd1e719

View File

@@ -4148,8 +4148,17 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
}
if (addpassflag & SCE_PASS_INDEXMA) {
ObjectRen *obr = R.objectinstance[zrow[totface-1].obi].obr;
VlakRen *vr = obr->vlaknodes->vlak;
Material *mat = vr->mat;
Material *mat = NULL;
if (zrow[totface-1].segment == -1) {
if (obr->vlaknodes)
mat = obr->vlaknodes->vlak->mat;
}
else {
if (obr->strandbuf)
mat = obr->strandbuf->ma;
}
if (mat) {
for (a= 0; a<totfullsample; a++)
add_transp_material_index(rlpp[a], od, mat);