Fix checking a variable before it's assigned (Bug #3950)

This commit is contained in:
scrawl 2017-07-10 23:50:24 +02:00
parent be940656db
commit 40dc1dd6f5

View file

@ -623,11 +623,6 @@ namespace NifOsg
node->setNodeMask(0x1);
}
if (skipMeshes && isAnimated) // make sure the empty node is not optimized away so the physicssystem can find it.
{
node->setDataVariance(osg::Object::DYNAMIC);
}
// We can skip creating meshes for hidden nodes if they don't have a VisController that
// might make them visible later
if (nifNode->flags & Nif::NiNode::Flag_Hidden)
@ -643,6 +638,11 @@ namespace NifOsg
node->setNodeMask(0x1);
}
if (skipMeshes && isAnimated) // make sure the empty node is not optimized away so the physicssystem can find it.
{
node->setDataVariance(osg::Object::DYNAMIC);
}
osg::ref_ptr<SceneUtil::CompositeStateSetUpdater> composite = new SceneUtil::CompositeStateSetUpdater;
applyNodeProperties(nifNode, node, composite, imageManager, boundTextures, animflags);