diff --git a/src/external/rlsw.h b/src/external/rlsw.h index 746dd84a8..46cba4c74 100644 --- a/src/external/rlsw.h +++ b/src/external/rlsw.h @@ -3446,7 +3446,7 @@ static inline bool sw_is_texture_valid(uint32_t id) else if (id >= SW_MAX_TEXTURES) valid = false; else if (RLSW.loadedTextures[id].pixels == NULL) valid = false; - return true; + return valid; } static inline bool sw_is_texture_filter_valid(int filter) diff --git a/src/rmodels.c b/src/rmodels.c index 1463d50ba..7bc9ff066 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -3928,7 +3928,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota // Upload runtime bone transforms matrices, to compute skinning on the shader (GPU-skinning) // NOTE: Required location must be found and Mesh bones indices and weights must be also uploaded to shader - if ((mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] != -1) && (model.boneMatrices != NULL)) + if (mat.shader.locs != NULL && (mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] != -1) && (model.boneMatrices != NULL)) { rlEnableShader(mat.shader.id); // Enable shader to set bone transform matrices rlSetUniformMatrices(mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS], model.boneMatrices, model.skeleton.boneCount);