|
|
@@ -1671,6 +1671,7 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
|
|
|
int index = pi.index();
|
|
|
nassertv(index >= 0 && index < (int)poly_shader_indices.length());
|
|
|
int shader_index = poly_shader_indices[index];
|
|
|
+
|
|
|
if (shader_index != -1) {
|
|
|
nassertv(shader_index >= 0 && shader_index < (int)shaders.length());
|
|
|
MObject engine = shaders[shader_index];
|
|
|
@@ -1681,13 +1682,14 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
|
|
|
shader = default_shader;
|
|
|
}
|
|
|
|
|
|
+ const MayaShaderColorDef *color_def = NULL;
|
|
|
+
|
|
|
// And apply the shader properties to the polygon.
|
|
|
if (shader != (MayaShader *)NULL) {
|
|
|
set_shader_attributes(*egg_poly, *shader, &pi);
|
|
|
+ color_def = shader->get_color_def();
|
|
|
}
|
|
|
|
|
|
- const MayaShaderColorDef *color_def = shader->get_color_def();
|
|
|
-
|
|
|
// Should we extract the color from the vertices? Normally, in
|
|
|
// Maya a texture completely replaces the vertex color, so we
|
|
|
// should ignore the vertex color if we have a texture.
|