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@@ -209,13 +209,8 @@ void ValidateDSProcess::Execute( aiScene* pScene)
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// validate the node graph of the scene
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// validate the node graph of the scene
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Validate(pScene->mRootNode);
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Validate(pScene->mRootNode);
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- // At least one of the mXXX arrays must be non-empty or we'll flag
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- // the scene as invalid
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- bool has = false;
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-
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// validate all meshes
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// validate all meshes
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if (pScene->mNumMeshes) {
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if (pScene->mNumMeshes) {
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- // has = true;
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DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes");
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DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes");
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}
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}
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else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
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else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
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@@ -227,7 +222,6 @@ void ValidateDSProcess::Execute( aiScene* pScene)
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// validate all animations
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// validate all animations
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if (pScene->mNumAnimations) {
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if (pScene->mNumAnimations) {
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- // has = true;
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DoValidation(pScene->mAnimations,pScene->mNumAnimations,
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DoValidation(pScene->mAnimations,pScene->mNumAnimations,
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"mAnimations","mNumAnimations");
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"mAnimations","mNumAnimations");
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}
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}
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@@ -237,7 +231,6 @@ void ValidateDSProcess::Execute( aiScene* pScene)
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// validate all cameras
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// validate all cameras
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if (pScene->mNumCameras) {
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if (pScene->mNumCameras) {
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- // has = true;
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DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras,
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DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras,
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"mCameras","mNumCameras");
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"mCameras","mNumCameras");
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}
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}
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@@ -247,7 +240,6 @@ void ValidateDSProcess::Execute( aiScene* pScene)
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// validate all lights
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// validate all lights
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if (pScene->mNumLights) {
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if (pScene->mNumLights) {
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- // has = true;
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DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights,
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DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights,
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"mLights","mNumLights");
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"mLights","mNumLights");
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}
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}
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@@ -257,7 +249,6 @@ void ValidateDSProcess::Execute( aiScene* pScene)
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// validate all materials
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// validate all materials
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if (pScene->mNumMaterials) {
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if (pScene->mNumMaterials) {
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- // has = true;
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DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials");
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DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials");
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}
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}
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#if 0
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#if 0
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