Code: Select all
IAnimatedMesh * mesh = smgr->getMesh("character_A.X");
// Now mesh's ref counter is 1 (held by the scene manager)
if i drop() the mesh it will delete it , but the pointer will be still referenced somewhere in the scene manager... and when drop() the device , the mesh ref couter will be -1... which isn't a good thing...
i just wish there are methods like
Code: Select all
sceneManager->removeMesh(IAnimatedMesh * mesh);
and
sceneManager->removeNode(ISceneNode * node);
Thanks in advance !