Yeah, it very straightforward, you read the Particle 'Shape' attribute. Then compare that value against the ICEShapeType enum, if the ICEShapeType is Reference, then you have a Particle Instance of a object in the scene. You can then take that value and get the actual Object by various means, one of them being thru Dictionary.GetObject(). Once you have the object, you can read it's Type value to determine what kind of object (model, polymesh, light, etc.) is being instanced, and then go from there.
- Re: Announcing Redshift - Biased GPU ... Daryl Dunlap
- Re: Announcing Redshift - Biased GPU ... Nicolas Burtnyk
- Re: Announcing Redshift - Biased GPU ... François Painchaud
- Re: Announcing Redshift - Biased GPU ... Eugen Sares
- Re: Announcing Redshift - Biased GPU ... Stefan Kubicek
- Re: Announcing Redshift - Biased GPU ... Nicolas Burtnyk
- Re: Announcing Redshift - Biased GPU ... Matt Morris
- Re: Announcing Redshift - Biased GPU ... Nicolas Burtnyk
- Re: Announcing Redshift - Biased GPU ... Daryl Dunlap
- Re: Announcing Redshift - Biased GPU ... Nicolas Burtnyk
- Re: Announcing Redshift - Biased GPU ... Daryl Dunlap
- Re: Announcing Redshift - Biased GPU ... Nicolas Burtnyk
- Re: Announcing Redshift - Biased GPU Renderer Tim Crowson
- Re: Announcing Redshift - Biased GPU Renderer Len Krenzler
- Re: Announcing Redshift - Biased GPU Renderer Nicolas Burtnyk
- Re: Announcing Redshift - Biased GPU Rend... Ahmidou Lyazidi
- RE: Announcing Redshift - Biased GPU ... Manuel Huertas Marchena
- Re: Announcing Redshift - Biased GPU ... Jason S
- Re: Announcing Redshift - Biased GPU ... Nicolas Burtnyk
- Re: Announcing Redshift - Biased GPU ... Tim Crowson
- Re: Announcing Redshift - Biased GPU Rend... peter_b

