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@@ -385,6 +385,7 @@ void PretransformVertices::Execute( aiScene* pScene)
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// now delete all meshes in the scene and build a new mesh list
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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+ pScene->mMeshes[i]->mBones = NULL;
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delete pScene->mMeshes[i];
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// invalidate the contents of the old mesh array. We will most
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