bugfix: handling possible nullptr access.
update: replace clear be resize( 0 ) at some places to avoid double allocations ( only a micro optimization ). Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>
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@@ -271,7 +271,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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const aiVector3D& origNorm = pMesh->mNormals[a];
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const aiVector3D& origTang = pMesh->mTangents[a];
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const aiVector3D& origBitang = pMesh->mBitangents[a];
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closeVertices.clear();
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closeVertices.resize( 0 );
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// find all vertices close to that position
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vertexFinder->FindPositions( origPos, posEpsilon, verticesFound);
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