Hi John,

On 12/15/06, Argentieri, John-P63223 <[EMAIL PROTECTED]> wrote:
I am using different kinds of particle systems and trying to be smart
pointer smart. Most of them are fine because our system manually sets them
on or off, but what about detonation effect that gets added to the scene and
runs at its own pace? How does this get cleaned up?

The osgParticle::ParticleEffects will run time all the particles have
expired (if they do) but the nodes themselves won't be removed from
the scene graph, you'll need to do this yourself by calling
Group::removeChild on the appropriate nodes where you placed the
effects.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to