for(ImageTextures::iterator i = m_image_textures.begin();
i != m_image_textures.end(); ++i)
{
- save_texture(dynamic_cast<GLTexture*>(i->second.lock().get()));
+ GLTexture* texture = dynamic_cast<GLTexture*>(i->second.lock().get());
+ if(texture == NULL)
+ continue;
+
+ save_texture(texture);
}
}