}
void post(const scene::Path& path, scene::Instance& instance) const
{
}
void post(const scene::Path& path, scene::Instance& instance) const
{
- if(Instance_getSelectable(instance)->isSelected())
+ Selectable *selectable = Instance_getSelectable(instance);
+ if(selectable && selectable->isSelected())
{
Entity* entity = Node_getEntity(path.top());
if(entity == 0 && Node_isPrimitive(path.top()))
{
Entity* entity = Node_getEntity(path.top());
if(entity == 0 && Node_isPrimitive(path.top()))
/* do some fixups for celshading */
ds->planar = qfalse;
ds->planeNum = -1;
/* do some fixups for celshading */
ds->planar = qfalse;
ds->planeNum = -1;
+ ds->celShader = NULL; /* don't cel shade cels :P */
/* return the surface */
return ds;
/* return the surface */
return ds;