quick question...
during the course of a simulation i have, there are some entities, (with underlying scene nodes), which have a finite "lifespan". when thier time is up i call node->drop(), or node->remove().
right there i get a segfault (in linux).
probably the scenemanager is trying to reference that node still?
is there a proper way to remove a scene node from the graph without causing a crash?
removing scene nodes mid-simulation
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If it's not too big an issue, you could just put setVisible(false), but I'm sure there's actuall;y a way to remove a scene node and free the memory without a crash.
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