It doesn't, since I have no way of telling that the sound is already loaded. I wouldn't need to worry about that if I could free the sound in the first place.
I don't understand why there isn't an option to free the sound? When making a demo its fine without it, but in an actual game its important.
There should be an option to remove caching, since it is a serious problem with meshes and textures. You think you've changed level, but the old level still exists in the RAM. The same must not be happening for sounds.
If I remove the drop() call, it won't play the sound again if I try to re-use it ...
I was wondering how non-standard textures are stored in the video memory. If I have a 700x700 texture, will the video card store it at that size, or as a 1024x1024 texture?
the reason the boxes are so high is because I added an extra vertex to make them that high, just because it would be difficult to seem them if they are flat.
I'm using irrlicht 1.1, these are "AnimatedMeshSceneNode"'s but they are static.
The green outlines are the bounding boxes, and they are correct. The problem must be with the default culling code. I cannot find out where it is going wrong though.