diff --git a/Source/Engine/Foliage/Foliage.cpp b/Source/Engine/Foliage/Foliage.cpp index 31039ce03..39451207d 100644 --- a/Source/Engine/Foliage/Foliage.cpp +++ b/Source/Engine/Foliage/Foliage.cpp @@ -115,7 +115,7 @@ void Foliage::DrawInstance(RenderContext& renderContext, FoliageInstance& instan e = &result[key]; ASSERT_LOW_LAYER(key.Mat); e->DrawCall.Material = key.Mat; - e->DrawCall.Surface.Lightmap = EnumHasAnyFlags(_staticFlags, StaticFlags::Lightmap) ? _scene->LightmapsData.GetReadyLightmap(key.Lightmap) : nullptr; + e->DrawCall.Surface.Lightmap = EnumHasAnyFlags(_staticFlags, StaticFlags::Lightmap) && _scene ? _scene->LightmapsData.GetReadyLightmap(key.Lightmap) : nullptr; } // Add instance to the draw batch @@ -1172,7 +1172,7 @@ void Foliage::Draw(RenderContext& renderContext) draw.ForcedLOD = -1; draw.SortOrder = 0; draw.VertexColors = nullptr; - draw.Lightmap = _scene->LightmapsData.GetReadyLightmap(instance.Lightmap.TextureIndex); + draw.Lightmap = _scene ? _scene->LightmapsData.GetReadyLightmap(instance.Lightmap.TextureIndex) : nullptr; draw.LightmapUVs = &instance.Lightmap.UVsArea; draw.Buffer = &type.Entries; draw.World = &world; diff --git a/Source/Engine/Level/Actors/StaticModel.cpp b/Source/Engine/Level/Actors/StaticModel.cpp index d85088a69..dd77692b3 100644 --- a/Source/Engine/Level/Actors/StaticModel.cpp +++ b/Source/Engine/Level/Actors/StaticModel.cpp @@ -346,7 +346,7 @@ void StaticModel::Draw(RenderContext& renderContext) draw.World = &world; draw.DrawState = &_drawState; draw.Deformation = _deformation; - draw.Lightmap = _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex); + draw.Lightmap = _scene ? _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex) : nullptr; draw.LightmapUVs = &Lightmap.UVsArea; draw.Flags = _staticFlags; draw.DrawModes = DrawModes; @@ -380,7 +380,7 @@ void StaticModel::Draw(RenderContextBatch& renderContextBatch) draw.World = &world; draw.DrawState = &_drawState; draw.Deformation = _deformation; - draw.Lightmap = _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex); + draw.Lightmap = _scene ? _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex) : nullptr; draw.LightmapUVs = &Lightmap.UVsArea; draw.Flags = _staticFlags; draw.DrawModes = DrawModes;