Hello, I'm looking to implement a feature similar to the connected particle system, and as such I've been looking at the particle system source to see how it's done. I noticed that the ParticleSystemUpdater doesn't use a NodeCallback to update the particle systems, but rather overrides the traverse method, and updates the system when it's traversed by a CullVisitor. This seems pretty strange to me, so I was wondering if anyone could explain why it's implemented that way.
Thanks, Max Bandazian
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