diff --git a/code/ValidateDataStructure.cpp b/code/ValidateDataStructure.cpp index d7079c798..3719d0b68 100644 --- a/code/ValidateDataStructure.cpp +++ b/code/ValidateDataStructure.cpp @@ -209,13 +209,8 @@ void ValidateDSProcess::Execute( aiScene* pScene) // validate the node graph of the scene Validate(pScene->mRootNode); - // At least one of the mXXX arrays must be non-empty or we'll flag - // the scene as invalid - bool has = false; - // validate all meshes if (pScene->mNumMeshes) { - // has = true; DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes"); } else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) { @@ -227,7 +222,6 @@ void ValidateDSProcess::Execute( aiScene* pScene) // validate all animations if (pScene->mNumAnimations) { - // has = true; DoValidation(pScene->mAnimations,pScene->mNumAnimations, "mAnimations","mNumAnimations"); } @@ -237,7 +231,6 @@ void ValidateDSProcess::Execute( aiScene* pScene) // validate all cameras if (pScene->mNumCameras) { - // has = true; DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras, "mCameras","mNumCameras"); } @@ -247,7 +240,6 @@ void ValidateDSProcess::Execute( aiScene* pScene) // validate all lights if (pScene->mNumLights) { - // has = true; DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights, "mLights","mNumLights"); } @@ -257,7 +249,6 @@ void ValidateDSProcess::Execute( aiScene* pScene) // validate all materials if (pScene->mNumMaterials) { - // has = true; DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials"); } #if 0