Check if locs is not null before try to access (#5622)

This commit is contained in:
Maicon Santana
2026-03-04 18:16:22 +00:00
committed by GitHub
parent de720a8d4c
commit 2eaac95df0
2 changed files with 2 additions and 2 deletions

2
src/external/rlsw.h vendored
View File

@@ -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)

View File

@@ -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);