Revision: 21669
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21669
Author:   aligorith
Date:     2009-07-18 06:16:51 +0200 (Sat, 18 Jul 2009)

Log Message:
-----------
2.5 - Quick fix for NLA drawing

When some object had materials that may have been driven/animated, a crash 
could sometimes occur if some material-slot had no material.

Modified Paths:
--------------
    branches/blender2.5/blender/source/blender/editors/animation/anim_filter.c

Modified: 
branches/blender2.5/blender/source/blender/editors/animation/anim_filter.c
===================================================================
--- branches/blender2.5/blender/source/blender/editors/animation/anim_filter.c  
2009-07-18 04:09:23 UTC (rev 21668)
+++ branches/blender2.5/blender/source/blender/editors/animation/anim_filter.c  
2009-07-18 04:16:51 UTC (rev 21669)
@@ -1471,18 +1471,20 @@
                                        for (a=0; a < ob->totcol; a++) {
                                                Material *ma= 
give_current_material(ob, a);
                                                
-                                               /* if material has relevant 
animation data, break */
-                                               ANIMDATA_FILTER_CASES(ma, 
-                                                       {
-                                                               /* for the 
special AnimData blocks only case, we only need to add
-                                                                * the block if 
it is valid... then other cases just get skipped (hence ok=0)
-                                                                */
-                                                               
ANIMDATA_ADD_ANIMDATA(ma);
-                                                               matOk=0;
-                                                       },
-                                                       matOk= 1;, 
-                                                       matOk= 1;, 
-                                                       matOk= 1;)
+                                               if (ma) {
+                                                       /* if material has 
relevant animation data, break */
+                                                       
ANIMDATA_FILTER_CASES(ma, 
+                                                               {
+                                                                       /* for 
the special AnimData blocks only case, we only need to add
+                                                                        * the 
block if it is valid... then other cases just get skipped (hence ok=0)
+                                                                        */
+                                                                       
ANIMDATA_ADD_ANIMDATA(ma);
+                                                                       matOk=0;
+                                                               },
+                                                               matOk= 1;, 
+                                                               matOk= 1;, 
+                                                               matOk= 1;)
+                                               }
                                                        
                                                if (matOk) 
                                                        break;


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