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it seems maya can give polygons without any shadermake install! so this takes care of the null shader pointer situation
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@ -1671,6 +1671,7 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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int index = pi.index();
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nassertv(index >= 0 && index < (int)poly_shader_indices.length());
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int shader_index = poly_shader_indices[index];
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if (shader_index != -1) {
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nassertv(shader_index >= 0 && shader_index < (int)shaders.length());
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MObject engine = shaders[shader_index];
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@ -1681,13 +1682,14 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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shader = default_shader;
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}
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const MayaShaderColorDef *color_def = NULL;
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// And apply the shader properties to the polygon.
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if (shader != (MayaShader *)NULL) {
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set_shader_attributes(*egg_poly, *shader, &pi);
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color_def = shader->get_color_def();
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}
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const MayaShaderColorDef *color_def = shader->get_color_def();
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// Should we extract the color from the vertices? Normally, in
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// Maya a texture completely replaces the vertex color, so we
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// should ignore the vertex color if we have a texture.
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