In typical situations, TW and family will triangulate different scenes
stored in memory (snapshots of the same simulation) to get incremental
deformations between them. This is the reason of keeping a scene
pointer as parameter, even if it looks useless in current code. Ok
user can always switchScene(), but is there really no way to point
directly to the good one?
Back to the point here; your approach is useless, since _sceneObj is
pointer (well, counted reference) to the current scene -- even if you
save it somewhere, the data inside will be modified as the simulation
progresses. You would need to have some sort of frozen scene objects.
For that, you would have to serialize&deserialize so that deep copy of
data is made.
Cheers, v.
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