diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 9eba103e7c03b3d9f958059b541640331f57e841..8779cdd3249fb07b73b58fa13ef33c117df0dd17 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -942,11 +942,12 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace // this way only one KX_BlenderMaterial object has to exist per bucket bool bucketCreated; RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated); - if (bucketCreated) { - // this is needed to free up memory afterwards - converter->RegisterPolyMaterial(polymat); - converter->RegisterBlenderMaterial(bl_mat); - } + + // this is needed to free up memory afterwards. + // the converter will also prevent duplicates from being registered, + // so just register everything. + converter->RegisterPolyMaterial(polymat); + converter->RegisterBlenderMaterial(bl_mat); return bucket; }