fixed crash in RenderAssignBuffer.cpp because not check ubo_mi before use.
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@ -59,6 +59,7 @@ void RenderAssignBuffer::WriteNode(RenderNode *render_node,const uint count,cons
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Alloc(count,mi_set.GetCount());
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Alloc(count,mi_set.GetCount());
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if(ubo_mi)
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{
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{
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uint8 *mip=(uint8 *)(ubo_mi->Map());
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uint8 *mip=(uint8 *)(ubo_mi->Map());
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