How do you know that child 1 is a particle effect? If it is not then your code will always fail, you need to track the osgParticle instances so that you can delete them or traverse the scene to find osgParticle nodes
Gordon __________________________________________________________ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __________________________________________________________ "Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival" - Master Tambo Tetsura ________________________________ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of GuiYe Sent: Thursday, October 09, 2008 3:53 AM To: osg-users Subject: Re: [osg-users] The Bug of osgparticleeffects?? Yes ,I konw it .But when I do this,it's wrong.Can you tell me why? class PHandler : public osgGA::GUIEventHandler { public: PHandler() {} bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa) { osgViewer::Viewer* viewer = dynamic_cast<osgViewer::Viewer*>(&aa); osg::Group* group = dynamic_cast<osg::Group*>(viewer->getSceneData()) ; group->setDataVariance(osg::Object::DYNAMIC) ; osgParticle::ExplosionEffect* ee =dynamic_cast<osgParticle::ExplosionEffect*>(group->getChild(1)) ; switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::PUSH): { if(ee->areAllParticlesDead()) { group->removeChild(1) ; } } return false; default: return false; } } } ________________________________ [广告] 特惠尝必胜客26道新品 <http://popme.163.com/link/004584_1007_8510.html>
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