Added check around setting pScene->mName from asset.scene.
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30584c1ec1
commit
98e42e22b8
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@ -1386,7 +1386,9 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
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// read the asset file
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glTF2::Asset asset(pIOHandler);
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asset.Load(pFile, GetExtension(pFile) == "glb");
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if (asset.scene) {
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pScene->mName = asset.scene->name;
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}
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//
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// Copy the data out
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