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fix fatal exception caused by empty skeleton model texture name
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1 changed files with 1 additions and 1 deletions
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@ -135,7 +135,7 @@ void ModelBatch::setLightsOffset(const glm::vec3& offset) {
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void ModelBatch::setTexture(const std::string& name,
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const texture_names_map* varTextures) {
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if (varTextures && name.at(0) == '$') {
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if (varTextures && !name.empty() && name.at(0) == '$') {
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const auto& found = varTextures->find(name);
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if (found == varTextures->end()) {
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return batch->setTexture(nullptr);
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