it seems maya can give polygons without any shadermake install! so this takes care of the null shader pointer situation

This commit is contained in:
Asad M. Zaman 2005-02-18 23:18:51 +00:00
parent 1c6e830453
commit ff642fe771

View File

@ -1671,6 +1671,7 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
int index = pi.index();
nassertv(index >= 0 && index < (int)poly_shader_indices.length());
int shader_index = poly_shader_indices[index];
if (shader_index != -1) {
nassertv(shader_index >= 0 && shader_index < (int)shaders.length());
MObject engine = shaders[shader_index];
@ -1681,13 +1682,14 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
shader = default_shader;
}
const MayaShaderColorDef *color_def = NULL;
// And apply the shader properties to the polygon.
if (shader != (MayaShader *)NULL) {
set_shader_attributes(*egg_poly, *shader, &pi);
color_def = shader->get_color_def();
}
const MayaShaderColorDef *color_def = shader->get_color_def();
// Should we extract the color from the vertices? Normally, in
// Maya a texture completely replaces the vertex color, so we
// should ignore the vertex color if we have a texture.