check not null before accessing by index (#2243)

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Antonis Geralis 2021-12-24 21:54:25 +03:00 committed by GitHub
parent f66ae2366f
commit dcc0791502
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@ -1624,7 +1624,7 @@ void UnloadMesh(Mesh mesh)
// Unload rlgl mesh vboId data
rlUnloadVertexArray(mesh.vaoId);
for (int i = 0; i < MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]);
if (mesh.vboId != NULL) for (int i = 0; i < MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]);
RL_FREE(mesh.vboId);
RL_FREE(mesh.vertices);
@ -1787,9 +1787,12 @@ void UnloadMaterial(Material material)
if (material.shader.id != rlGetShaderIdDefault()) UnloadShader(material.shader);
// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
if (material.maps != NULL)
{
if (material.maps[i].texture.id != rlGetTextureIdDefault()) rlUnloadTexture(material.maps[i].texture.id);
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id != rlGetTextureIdDefault()) rlUnloadTexture(material.maps[i].texture.id);
}
}
RL_FREE(material.maps);