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check not null before accessing by index (#2243)
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@@ -1624,7 +1624,7 @@ void UnloadMesh(Mesh mesh)
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// Unload rlgl mesh vboId data
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// Unload rlgl mesh vboId data
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rlUnloadVertexArray(mesh.vaoId);
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rlUnloadVertexArray(mesh.vaoId);
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for (int i = 0; i < MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]);
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if (mesh.vboId != NULL) for (int i = 0; i < MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]);
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RL_FREE(mesh.vboId);
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RL_FREE(mesh.vboId);
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RL_FREE(mesh.vertices);
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RL_FREE(mesh.vertices);
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@@ -1787,9 +1787,12 @@ void UnloadMaterial(Material material)
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if (material.shader.id != rlGetShaderIdDefault()) UnloadShader(material.shader);
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if (material.shader.id != rlGetShaderIdDefault()) UnloadShader(material.shader);
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// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
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// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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if (material.maps != NULL)
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{
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{
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if (material.maps[i].texture.id != rlGetTextureIdDefault()) rlUnloadTexture(material.maps[i].texture.id);
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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{
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if (material.maps[i].texture.id != rlGetTextureIdDefault()) rlUnloadTexture(material.maps[i].texture.id);
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}
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}
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}
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RL_FREE(material.maps);
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RL_FREE(material.maps);
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