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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@@ -111,7 +111,7 @@ void DeboneProcess::Execute( aiScene* pScene)
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if(numSplits) {
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// we need to do something. Let's go.
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mSubMeshIndices.clear();
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//mSubMeshIndices.clear(); really needed?
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mSubMeshIndices.resize(pScene->mNumMeshes);
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// build a new array of meshes for the scene
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