diff --git a/Source/Engine/Graphics/Models/ModelData.cpp b/Source/Engine/Graphics/Models/ModelData.cpp index 3a31c5771..6e6ae04b5 100644 --- a/Source/Engine/Graphics/Models/ModelData.cpp +++ b/Source/Engine/Graphics/Models/ModelData.cpp @@ -729,7 +729,12 @@ bool ModelData::Pack2ModelHeader(WriteStream* stream) const // Amount of meshes const int32 meshes = lod.Meshes.Count(); - if (meshes == 0 || meshes > MODEL_MAX_MESHES) + if (meshes == 0) + { + LOG(Warning, "Empty LOD."); + return true; + } + if (meshes > MODEL_MAX_MESHES) { LOG(Warning, "Too many meshes per LOD."); return true; diff --git a/Source/Engine/Level/Components/MissingScript.h b/Source/Engine/Level/Components/MissingScript.h index 7b351bd82..d512ba992 100644 --- a/Source/Engine/Level/Components/MissingScript.h +++ b/Source/Engine/Level/Components/MissingScript.h @@ -4,10 +4,8 @@ #if USE_EDITOR -#include "Engine/Core/Cache.h" #include "Engine/Scripting/Script.h" #include "Engine/Scripting/ScriptingObjectReference.h" -#include "Engine/Serialization/JsonWriters.h" /// /// Actor script component that represents missing script. diff --git a/Source/Engine/Renderer/PostProcessingPass.cpp b/Source/Engine/Renderer/PostProcessingPass.cpp index 006927639..7c93177e0 100644 --- a/Source/Engine/Renderer/PostProcessingPass.cpp +++ b/Source/Engine/Renderer/PostProcessingPass.cpp @@ -434,6 +434,10 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input, // Set lens flares output context->BindSR(3, bloomTmp2->View(0, 1)); } + else + { + context->BindSR(3, (GPUResourceView*)nullptr); + } //////////////////////////////////////////////////////////////////////////////////// // Final composite