fix crash with empty models
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@@ -852,8 +852,8 @@ class RageCompiledGeometrySWD3D : public RageCompiledGeometry
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public:
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public:
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void Allocate( const vector<msMesh> &vMeshes )
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void Allocate( const vector<msMesh> &vMeshes )
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{
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{
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m_vVertex.resize( GetTotalVertices() );
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m_vVertex.resize( max(1u, GetTotalVertices()) );
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m_vTriangles.resize( GetTotalTriangles() );
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m_vTriangles.resize( max(1u, GetTotalTriangles()) );
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}
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}
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void Change( const vector<msMesh> &vMeshes )
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void Change( const vector<msMesh> &vMeshes )
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{
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{
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@@ -756,11 +756,12 @@ public:
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void Allocate( const vector<msMesh> &vMeshes )
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void Allocate( const vector<msMesh> &vMeshes )
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{
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{
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m_vPosition.resize( GetTotalVertices() );
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/* Always allocate at least 1 entry, so &x[0] is valid. */
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m_vTexture.resize( GetTotalVertices() );
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m_vPosition.resize( max(1u, GetTotalVertices()) );
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m_vNormal.resize( GetTotalVertices() );
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m_vTexture.resize( max(1u, GetTotalVertices()) );
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m_vTexMatrixScale.resize( GetTotalVertices() );
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m_vNormal.resize( max(1u, GetTotalVertices()) );
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m_vTriangles.resize( GetTotalTriangles() );
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m_vTexMatrixScale.resize( max(1u, GetTotalVertices()) );
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m_vTriangles.resize( max(1u, GetTotalTriangles()) );
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}
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}
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void Change( const vector<msMesh> &vMeshes )
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void Change( const vector<msMesh> &vMeshes )
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{
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{
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