Commit: f3434e5f827c651be10fdc4be2a008ac790980ea
Author: Jorge Bernal
Date:   Fri Jun 5 02:24:23 2015 +0200
Branches: master
https://developer.blender.org/rBf3434e5f827c651be10fdc4be2a008ac790980ea

BGE Cleanup: remove dead code for collide, visible and twoside variables

As material is not NULL at this stage there is no need to do a NULL
check. Also to remove dead code

Reviewers: dfelinto, panzergame, hg1, moguri

Reviewed By: panzergame, hg1, moguri

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1330

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

M       source/gameengine/Converter/BL_BlenderDataConversion.cpp

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

diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp 
b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 3fc0215..3da0863 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -995,7 +995,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* 
blenderobj, KX_Scene* scene,
        meshobj->m_sharedvertex_map.resize(totvert);
 
        Material* ma = 0;
-       bool collider = true;
        MT_Point2 uvs[4][RAS_TexVert::MAX_UNIT];
        unsigned int rgb[4] = {0};
 
@@ -1071,23 +1070,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* 
blenderobj, KX_Scene* scene,
                }
 
                {
-                       bool visible = true;
-                       bool twoside = false;
 
                        RAS_MaterialBucket* bucket = material_from_mesh(ma, 
mface, tface, mcol, layers, lightlayer, rgb, uvs, tfaceName, scene, converter);
 
                        // set render flags
-                       if (ma)
-                       {
-                               visible = ((ma->game.flag & 
GEMAT_INVISIBLE)==0);
-                               twoside = ((ma->game.flag  & 
GEMAT_BACKCULL)==0);
-                               collider = ((ma->game.flag & 
GEMAT_NOPHYSICS)==0);
-                       }
-                       else {
-                               visible = true;
-                               twoside = false;
-                               collider = true;
-                       }
+                       bool visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
+                       bool twoside = ((ma->game.flag  & GEMAT_BACKCULL)==0);
+                       bool collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
 
                        /* mark face as flat, so vertices are split */
                        bool flat = (mface->flag & ME_SMOOTH) == 0;

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