Remove redundant parameter

coverity_scan^2
Allofich 8 years ago
parent 5aad1d81f4
commit be96ff1fd1

@ -369,7 +369,7 @@ namespace NifOsg
return created;
}
void applyNodeProperties(const Nif::Node *nifNode, osg::Node *applyTo, SceneUtil::CompositeStateSetUpdater* composite, Resource::ImageManager* imageManager, std::vector<int>& boundTextures, int animflags, bool isRootNode)
void applyNodeProperties(const Nif::Node *nifNode, osg::Node *applyTo, SceneUtil::CompositeStateSetUpdater* composite, Resource::ImageManager* imageManager, std::vector<int>& boundTextures, int animflags)
{
const Nif::PropertyList& props = nifNode->props;
bool foundFirstRootTexturingProperty = false;
@ -382,7 +382,7 @@ namespace NifOsg
// effect "particle texture" is used. For non-root nodes we keep setting until we have the highest
// numbered one, which is the one that displays in the game and can be overridden if it matches the
// lowest one on the root.
if (!foundFirstRootTexturingProperty && isRootNode && props[i].getPtr()->recType == Nif::RC_NiTexturingProperty)
if (!foundFirstRootTexturingProperty && nifNode->parent == NULL && props[i].getPtr()->recType == Nif::RC_NiTexturingProperty)
{
int index = props[i].getPtr()->recIndex;
applyTo->setUserValue("overrideIndex", index);
@ -651,7 +651,7 @@ namespace NifOsg
osg::ref_ptr<SceneUtil::CompositeStateSetUpdater> composite = new SceneUtil::CompositeStateSetUpdater;
applyNodeProperties(nifNode, node, composite, imageManager, boundTextures, animflags, node == rootNode);
applyNodeProperties(nifNode, node, composite, imageManager, boundTextures, animflags);
if (nifNode->recType == Nif::RC_NiTriShape && !skipMeshes)
{

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