[edit] This might work:
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IMeshCache *cache = device->getSceneManager ()->getMeshCache();
cache->clear ();
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core::array<scene::ISceneNode *> nodes;
smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes
for (u32 i=0; i < nodes.size(); ++i)
{
scene::ISceneNode * node = nodes[i];
if(node->getID()!=-1)
node->remove();
}
Code: Select all