Fix segfault caused by shadow map on exit

This commit is contained in:
SmallJoker 2021-08-12 20:03:25 +02:00
parent 47c146120a
commit b3b075ea02

@ -229,9 +229,9 @@ WieldMeshSceneNode::~WieldMeshSceneNode()
{ {
sanity_check(g_extrusion_mesh_cache); sanity_check(g_extrusion_mesh_cache);
// Remove node from shadow casters // Remove node from shadow casters. m_shadow might be an invalid pointer!
if (m_shadow) if (auto shadow = RenderingEngine::get_shadow_renderer())
m_shadow->removeNodeFromShadowList(m_meshnode); shadow->removeNodeFromShadowList(m_meshnode);
if (g_extrusion_mesh_cache->drop()) if (g_extrusion_mesh_cache->drop())
g_extrusion_mesh_cache = nullptr; g_extrusion_mesh_cache = nullptr;