[Mesh.reload] Fix usage of dangling pointer SubEntity::mSubMesh if Entity was clipped and was not rendered, but its shadow was rendered.
[Mesh.reload] Fix usage of dangling pointer SubEntity::mSubMesh if Entity was clipped and was not rendered, but its shadow was rendered.

OGRECave/ogre,RealityFactory/ogre,RealityFactory/ogre,OGRECave/ogre,RealityFactory/ogre,paroj/ogre,OGRECave/ogre,paroj/ogre,paroj/ogre,paroj/ogre,OGRECave/ogre,paroj/ogre,OGRECave/ogre,RealityFactory/ogre,RealityFactory/ogre