Fix #118184: crash deleting a material output node
Caused by 7e8fd2cc2c
Code added in above commit didnt take into account that we might have no
output node in the tree.
Pull Request: https://projects.blender.org/blender/blender/pulls/118202
This commit is contained in:
committed by
Philipp Oeser
parent
d2fbfe0ec0
commit
cb37fe751b
@@ -1202,7 +1202,9 @@ void ntreeGPUMaterialNodes(bNodeTree *localtree, GPUMaterial *mat)
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LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
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node->runtime->tmp_flag = -1;
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}
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iter_shader_to_rgba_depth_count(output, max_depth);
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if (output != nullptr) {
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iter_shader_to_rgba_depth_count(output, max_depth);
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}
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LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
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if (node->type == SH_NODE_OUTPUT_AOV) {
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iter_shader_to_rgba_depth_count(node, max_depth);
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