Replaced the following code:   // @@@ instead of simply calling DeleteAll() we do this loop, because:   // if a mesh is not held by anything outside the engine, it will get   // destructed (RefCounter hits 0 and destructor is called). Unfortunatly   // upon destruction the meshobject checks if it is still in a meshlist.   // But this is even more unfortunately true, since the entry is removed   // from the meshlist vector after the DecRef/Destruction happens.   // With the loop below we simply make sure that the mesh is not destructed   // while removing from the meshlist. ... norman   for (i = GetMeshes ()->GetCount () - 1; i >= 0; i--)   {           iMeshWrapper *imw = GetMeshes ()->Get (i); 	      GetMeshes ()->Remove (imw);   // this will IncRef before removal 	      and DecRef afterward   }
Replaced the following code:
  // @@@ instead of simply calling DeleteAll() we do this loop, because:
  // if a mesh is not held by anything outside the engine, it will get
  // destructed (RefCounter hits 0 and destructor is called). Unfortunatly
  // upon destruction the meshobject checks if it is still in a meshlist.
  // But this is even more unfortunately true, since the entry is removed
  // from the meshlist vector after the DecRef/Destruction happens.
  // With the loop below we simply make sure that the mesh is not destructed
  // while removing from the meshlist. ... norman
  for (i = GetMeshes ()->GetCount () - 1; i >= 0; i--)
  {
          iMeshWrapper *imw = GetMeshes ()->Get (i);
	      GetMeshes ()->Remove (imw);   // this will IncRef before removal
	      and DecRef afterward
  }

with
  GetMeshes ()->RemoveAll ();

because I didn't understand the comment :) and the loop apparantly does
exactly the same as GetMeshes()->RemoveAll ();


git-svn-id: 28d9401aa571d5108e51b194aae6f24ca5964c06@12076 8cc4aa7f-3514-0410-904f-f2cc9021211c

crystalspace/CS,crystalspace/CS,crystalspace/CS,crystalspace/CS,crystalspace/CS,crystalspace/CS,crystalspace/CS,crystalspace/CS