Hi, I am 4 years late but maybe it will help someone else. I had a problem wich was similar to yours: i wanted to hide/show a node who had a particleSystemUpdater attached, and the accumulation problem came to me there.
So that's what i did to get around: We should not hide/show the node (or ParticleSystemUpdater) attached to the ParticleSystem, but the Emitter. In my case, it was a ModularEmitter but it's the same. And then you have 2 solutions, both work: Code: //hide or show the modular emitter emitter->setNodeMask(0 or 1); Code: //set the counter of the emitter to 0. It's a little trick but it works. //if you do this, remember that you have to have to set back the real counter of the emitter when you want to show again your particles counter = new osgParticle::RandomRateCounter; counter->setRateRange( osgParticle::rangef(0,0) ); emitter->setCounter(counter); This solution might not be the best, but that's the only one i found for now. Cheers, Flavien ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55149#55149 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

