GLTF: Only create MeshInstance3D when needed #96133
Merged
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@fire pointed out this suboptimal code to me. Right now the code creates a MeshInstance3D, then checks if a mesh is available, and if not it deletes it. This is silly, there's no need to create and then delete when we can instead just move the creation inside of the if statement.
We expect that if an ImporterMeshInstance3D does not have a valid mesh, that the ImporterMeshInstance3D should not have been created in the first place, and there is a problem at some earlier stage of the import process. So I added a warning in the place that there used to be a memdelete.
Also, I renamed the
ImporterMeshInstance3D *mesh_3d
local variable toimporter_mesh_3d
for clarity.