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

pull/238/head
scrawl 8 years ago
parent be940656db
commit 40dc1dd6f5

@ -623,11 +623,6 @@ namespace NifOsg
node->setNodeMask(0x1); 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 // We can skip creating meshes for hidden nodes if they don't have a VisController that
// might make them visible later // might make them visible later
if (nifNode->flags & Nif::NiNode::Flag_Hidden) if (nifNode->flags & Nif::NiNode::Flag_Hidden)
@ -643,6 +638,11 @@ namespace NifOsg
node->setNodeMask(0x1); 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; osg::ref_ptr<SceneUtil::CompositeStateSetUpdater> composite = new SceneUtil::CompositeStateSetUpdater;
applyNodeProperties(nifNode, node, composite, imageManager, boundTextures, animflags); applyNodeProperties(nifNode, node, composite, imageManager, boundTextures, animflags);

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