} catch (...) {
}
- for ( int i = 0; i < myMeshes.count(); i++ )
- SMESH::Update( (SMESH::FindActorByObject( myMeshes[i] ))->getIO(), true );
+ for ( int i = 0; i < myObjects.count(); i++ ) {
+ SMESH_Actor* actor = SMESH::FindActorByObject( myObjects[i] );
+ if ( actor ) SMESH::Update( actor->getIO(), true );
+ }
if ( ( MakeGroupsCheck->isEnabled() && MakeGroupsCheck->isChecked() ) ||
actionButton == MAKE_MESH_BUTTON ) {
} catch (...) {
}
- for ( int i = 0; i < myMeshes.count(); i++ )
- SMESH::Update( (SMESH::FindActorByObject( myMeshes[i] ))->getIO(), true );
+ for ( int i = 0; i < myObjects.count(); i++ ) {
+ SMESH_Actor* actor = SMESH::FindActorByObject( myObjects[i] );
+ if ( actor ) SMESH::Update( actor->getIO(), true );
+ }
if ( ( MakeGroupsCheck->isEnabled() && MakeGroupsCheck->isChecked() ) ||
actionButton == MAKE_MESH_BUTTON ) {
} catch (...) {
}
- for ( int i = 0; i < myMeshes.count(); i++ )
- SMESH::Update( (SMESH::FindActorByObject( myMeshes[i] ))->getIO(), true );
+ for ( int i = 0; i < myObjects.count(); i++ ) {
+ SMESH_Actor* actor = SMESH::FindActorByObject( myObjects[i] );
+ if ( actor ) SMESH::Update( actor->getIO(), true );
+ }
if ( ( MakeGroupsCheck->isEnabled() && MakeGroupsCheck->isChecked() ) ||
actionButton == MAKE_MESH_BUTTON ) {
} catch (...) {
}
- for ( int i = 0; i < myMeshes.count(); i++ )
- SMESH::Update( (SMESH::FindActorByObject( myMeshes[i] ))->getIO(), true );
+ for ( int i = 0; i < myObjects.count(); i++ ) {
+ SMESH_Actor* actor = SMESH::FindActorByObject( myObjects[i] );
+ if ( actor ) SMESH::Update( actor->getIO(), true );
+ }
if ( ( MakeGroupsCheck->isEnabled() && MakeGroupsCheck->isChecked() ) ||
actionButton == MAKE_MESH_BUTTON ) {