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Update processedShaderMaterial.cpp
requires extra safety when the diffusemap asset is null, this is something that will be fixed by the material asset refactor
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@ -875,6 +875,12 @@ void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const S
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case Material::TexTarget:
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{
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texTarget = rpd->mTexSlot[i].texTarget;
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if (!mMaterial->getDiffuseMapAsset(0).notNull())
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{
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GFX->setTexture(i, NULL);
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break;
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}
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texObject = mMaterial->getDiffuseMapAsset(0)->getTexture(&GFXStaticTextureSRGBProfile);
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if ( !texTarget )
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{
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