Fix nullptr dereference in scenepreprocessor
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0eb9005bc1
commit
0803e5e6f3
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -52,8 +51,12 @@ void ScenePreprocessor::ProcessScene() {
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ai_assert(scene != nullptr);
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// Process all meshes
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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if (nullptr == scene->mMeshes[i] {
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continue;
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}
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ProcessMesh(scene->mMeshes[i]);
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}
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// - nothing to do for nodes for the moment
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// - nothing to do for textures for the moment
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@ -61,8 +64,12 @@ void ScenePreprocessor::ProcessScene() {
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// - nothing to do for cameras for the moment
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// Process all animations
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for (unsigned int i = 0; i < scene->mNumAnimations; ++i)
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for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
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if (nullptr == scene->mAnimations[i]) {
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continue;
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}
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ProcessAnimation(scene->mAnimations[i]);
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}
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// Generate a default material if none was specified
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if (!scene->mNumMaterials && scene->mNumMeshes) {
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