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/
