Commit: 7a3594dbd7ffbca8a9cbe0db4507907907104334
Author: Campbell Barton
Date:   Thu Dec 26 08:28:00 2013 +1100
https://developer.blender.org/rB7a3594dbd7ffbca8a9cbe0db4507907907104334

BGE: Add missing NULL check from recent LOD updates

===================================================================

M       source/gameengine/Converter/BL_BlenderDataConversion.cpp

===================================================================

diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp 
b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index a1e4f9f..a7d6fcb 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -942,10 +942,11 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* 
blenderobj, KX_Scene* scene,
        // Without checking names, we get some reuse we don't want that can 
cause
        // problems with material LoDs.
        if ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL) {
-               STR_String bge_name = meshobj->GetName();
-               STR_String blender_name = ((Mesh*)blenderobj->data)->id.name+2;
-               if (bge_name == blender_name)
+               const char *bge_name = meshobj->GetName().ReadPtr();
+               const char *blender_name = ((ID *)blenderobj->data)->name + 2;
+               if (STREQ(bge_name, blender_name)) {
                        return meshobj;
+               }
        }
 
        // Get DerivedMesh data

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