avoid crash if swRenderInstances are not available
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@@ -717,15 +717,18 @@ void TinyRendererVisualShapeConverter::changeRGBAColor(int bodyUniqueId, int lin
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if (start>=0)
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{
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TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(start);
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TinyRendererObjectArray* visualArray = *visualArrayPtr;
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btHashPtr colObjHash = m_data->m_swRenderInstances.getKeyAtIndex(start);
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const btCollisionObject* colObj = (btCollisionObject*) colObjHash.getPointer();
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float rgba[4] = {rgbaColor[0], rgbaColor[1], rgbaColor[2], rgbaColor[3]};
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for (int v=0;v<visualArray->m_renderObjects.size();v++)
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if (visualArrayPtr && *visualArrayPtr)
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{
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visualArray->m_renderObjects[v]->m_model->setColorRGBA(rgba);
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TinyRendererObjectArray* visualArray = *visualArrayPtr;
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btHashPtr colObjHash = m_data->m_swRenderInstances.getKeyAtIndex(start);
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const btCollisionObject* colObj = (btCollisionObject*) colObjHash.getPointer();
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float rgba[4] = {rgbaColor[0], rgbaColor[1], rgbaColor[2], rgbaColor[3]};
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for (int v=0;v<visualArray->m_renderObjects.size();v++)
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{
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visualArray->m_renderObjects[v]->m_model->setColorRGBA(rgba);
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}
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}
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}
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}
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