Gmarquez Posted January 16 Share Posted January 16 Hi there!! We are loading nodes with the World loadNode() method and later doing a release() and a Editor addNode(). We create the NodePtr in a class and then this NodePtr is used as argument in another contructor class. In this last class is where we want to do the destroy of the NodePtr. To perform a good cleaning of the objects we don't want anymore (including all his hierarchy) what is more convenient to do, Editor removeNode() or a NodePtr destroy(). When some of this two options are done, the Editor or World instance change then number of nodes it contains? What are the implication of do World loadNode() and Editor addNode()? We have review the thread attached, but this dont solve our problem. Link to comment
silent Posted January 18 Share Posted January 18 Hi Guillermo, Quote To perform a good cleaning of the objects we don't want anymore (including all his hierarchy) what is more convenient to do, Editor removeNode() or a NodePtr destroy(). NodePtr destroy will not clean all the traces from the editor, so if this node was added to the editor directly it's better to use Editor removeNode(). Quote When some of this two options are done, the Editor or World instance change then number of nodes it contains? Yes, immediately. Quote What are the implication of do World loadNode() and Editor addNode()? World loadNode() simply loads node from file. Editor addNode() used to notify Editor for that new node is now available. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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