Fix crash when processing empty mesh buffers

This commit is contained in:
sfan5 2023-09-22 21:29:10 +02:00
parent ff87be6e5f
commit 5109fa7eda

@ -337,6 +337,8 @@ bool checkMeshNormals(scene::IMesh *mesh)
for (u32 i = 0; i < buffer_count; i++) {
scene::IMeshBuffer *buffer = mesh->getMeshBuffer(i);
if (!buffer->getVertexCount())
continue;
// Here we intentionally check only first normal, assuming that if buffer
// has it valid, then most likely all other ones are fine too. We can