Hi,

The best way I found is :

for (int i = 0; i < _emitter->getParticleSystem()->numParticles(); i++)
{
     _emitter->getParticleSystem()->destroyParticle(i);
}

Yeah, it's a bit tricky, but it works... :)

On Thu, Mar 20, 2008 at 9:12 AM, Wiedemann, Rudolf, OPS3 <
[EMAIL PROTECTED]> wrote:

>  Hi,
>
> how can I reset a particle system, so when rendering the next frame no old
> particles exist any more, but only new particles are emitted?
>
> Thanks in advance!
> Rudi
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


-- 
Serge Lages
http://www.tharsis-software.com
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