Fix crash with normal map skinned mesh
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ac8d7aa8c7
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@ -117,6 +117,7 @@ void STKAnimatedMesh::updateNoGL()
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continue;
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scene::SSkinMeshBuffer* ssmb = NULL;
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video::E_VERTEX_TYPE prev_type = mb->getVertexType();
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if (m_skinned_mesh)
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{
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ssmb = dynamic_cast<scene::SSkinMeshBuffer*>(mb);
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@ -158,7 +159,7 @@ void STKAnimatedMesh::updateNoGL()
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affected || m_all_parts_colorized || (cur_ri
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&& cur_ri->isTransparent()) ? cur_ri : default_ri));
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if (m_skinned_mesh) ssmb->VertexType = video::EVT_STANDARD;
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if (m_skinned_mesh) ssmb->VertexType = prev_type;
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}
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for (u32 i = 0; i < m->getMeshBufferCount(); ++i)
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@ -231,6 +232,7 @@ void STKAnimatedMesh::updateGL()
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if (!mb)
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continue;
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scene::SSkinMeshBuffer* ssmb = NULL;
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video::E_VERTEX_TYPE prev_type = mb->getVertexType();
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if (m_skinned_mesh)
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{
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ssmb = dynamic_cast<scene::SSkinMeshBuffer*>(mb);
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@ -267,7 +269,7 @@ void STKAnimatedMesh::updateGL()
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
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glBindVertexArray(0);
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}
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if (m_skinned_mesh) ssmb->VertexType = video::EVT_STANDARD;
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if (m_skinned_mesh) ssmb->VertexType = prev_type;
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}
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isGLInitialized = true;
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}
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