Check if locs is not null before try to access

This commit is contained in:
Maicon Santana 2026-03-04 13:03:56 +00:00
commit 2176dd636f

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@ -3935,7 +3935,7 @@ 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);