Avoid using software skinning on empty joint objects
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@@ -275,6 +275,8 @@ void STKAnimatedMesh::updateGL()
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isGLInitialized = true;
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}
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if (useHardwareSkinning() && m_skinned_mesh->getTotalJoints() == 0) return;
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scene::IMesh* m = getMeshForCurrentFrame();
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if (useHardwareSkinning())
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{
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@@ -336,11 +338,7 @@ void STKAnimatedMesh::resetSkinningState(scene::IAnimatedMesh* mesh)
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m_skinning_offset = -1;
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m_skinned_mesh = dynamic_cast<scene::CSkinnedMesh*>(mesh);
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if (m_skinned_mesh)
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{
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m_skinned_mesh->convertForSkinning();
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if (m_skinned_mesh->getTotalJoints() == 0)
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m_skinned_mesh = NULL;
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}
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}
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scene::IMesh* STKAnimatedMesh::getMeshForCurrentFrame(SkinningCallback sc,
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