fix light related crashes

This commit is contained in:
clayjohn 2020-01-15 16:32:44 -08:00
parent 40f0649e5b
commit f1d0c391c7
2 changed files with 3 additions and 3 deletions

View file

@ -1169,7 +1169,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
LightInstance *li = light_instance_owner.getornull(e->instance->light_instances[i]);
if (li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) {
if (!li || li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) {
continue; // too many or light_index did not correspond to the light instances to be rendered
}

View file

@ -1887,8 +1887,8 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
const RID *lights = e->instance->light_instances.ptr();
for (int i = 0; i < lc; i++) {
LightInstance *li = light_instance_owner.getptr(lights[i]);
if (li->last_pass != render_pass) //not visible
LightInstance *li = light_instance_owner.getornull(lights[i]);
if (!li || li->last_pass != render_pass) //not visible
continue;
if (li && li->light_ptr->type == VS::LIGHT_OMNI) {