Added check against node.getName() into isNodeEmpty(Node&) method so that nodes
with names arn't assumed to be empty.
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@ -50,6 +50,7 @@ static bool isNodeEmpty(const osg::Node& node)
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if (node.getNumDescriptions()>0) return false;
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if (node.getNumDescriptions()>0) return false;
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if (node.getStateSet()) return false;
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if (node.getStateSet()) return false;
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if (node.getNodeMask()!=0xffffffff) return false;
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if (node.getNodeMask()!=0xffffffff) return false;
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if (!node.getName().empty()) return false;
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return true;
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return true;
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}
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}
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