Revision: 16390
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16390
Author:   blendix
Date:     2008-09-06 03:18:53 +0200 (Sat, 06 Sep 2008)

Log Message:
-----------

Bugfix: game engine could crash with empty display arrays on
windows (caused by invisible faces for example).

Modified Paths:
--------------
    trunk/blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp

Modified: trunk/blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp   
2008-09-05 23:28:28 UTC (rev 16389)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp   
2008-09-06 01:18:53 UTC (rev 16390)
@@ -131,19 +131,29 @@
        int startvertex, endvertex;
        int startindex, endindex;
 
-       it.array = m_displayArrays[m_startarray];
+       it.array = (m_displayArrays.size() > 0)? m_displayArrays[m_startarray]: 
NULL;
 
-       startvertex = m_startvertex;
-       endvertex = (m_startarray == m_endarray)? m_endvertex: 
it.array->m_vertex.size();
-       startindex = m_startindex;
-       endindex = (m_startarray == m_endarray)? m_endindex: 
it.array->m_index.size();
+       if(it.array == NULL || it.array->m_index.size() == 0 || 
it.array->m_vertex.size() == 0) {
+               it.array = NULL;
+               it.vertex = NULL;
+               it.index = NULL;
+               it.startvertex = 0;
+               it.endvertex = 0;
+               it.totindex = 0;
+       }
+       else {
+               startvertex = m_startvertex;
+               endvertex = (m_startarray == m_endarray)? m_endvertex: 
it.array->m_vertex.size();
+               startindex = m_startindex;
+               endindex = (m_startarray == m_endarray)? m_endindex: 
it.array->m_index.size();
 
-       it.vertex = &it.array->m_vertex[0];
-       it.index = &it.array->m_index[startindex];
-       it.startvertex = startvertex;
-       it.endvertex = endvertex;
-       it.totindex = endindex-startindex;
-       it.arraynum = m_startarray;
+               it.vertex = &it.array->m_vertex[0];
+               it.index = &it.array->m_index[startindex];
+               it.startvertex = startvertex;
+               it.endvertex = endvertex;
+               it.totindex = endindex-startindex;
+               it.arraynum = m_startarray;
+       }
 }
 
 void RAS_MeshSlot::next(RAS_MeshSlot::iterator& it)


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