for(child = children.first; child; child = child.next)
{
child.Merge(displaySystem);
- if(child.mesh)
+ if(child.flags.mesh && child.mesh)
{
nVertices += child.mesh.nVertices;
flags |= child.mesh.flags;
if(child.flags.mesh && child.mesh)
{
- for(c = 0; c<child.mesh.nVertices; c++)
+ for(c = 0; c < child.mesh.nVertices; c++)
{
mesh.vertices[nVertices].MultMatrix(child.mesh.vertices[c], matrix);
if(child.mesh.normals)
for(child = children.first; child; child = child.next)
{
- if(child.mesh)
+ if(child.flags.mesh && child.mesh)
nTriangles += child.mesh.nPrimitives;
}