Fixing a crash created by an earlier GLSL lighting fix for dynamic loading. When implementing the fix I forgot to check for materials that did not have a blender shader (ie, non GLSL materials).
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@@ -88,8 +88,11 @@ public:
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virtual void Replace_IScene(SCA_IScene *val)
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{
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mScene= static_cast<KX_Scene *>(val);
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mBlenderShader->SetScene(mScene);
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if (mBlenderShader)
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{
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mScene= static_cast<KX_Scene *>(val);
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mBlenderShader->SetScene(mScene);
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}
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};
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#ifndef DISABLE_PYTHON
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