I believe it is because the previous weapon mesh has not been cleared from the memory or something!?! Is there any way to delete the addAnimatedMeshSceneNode? or is there another of switching weapons?
I would appreciate any help on this issue.
thx
This is the coding so far:
Code: Select all
irr::scene::IAnimatedMesh* m_pWeaponMesh;
irr::scene::IAnimatedMeshSceneNode* m_pWeaponNode;
if(weapon==1)
{
m_pWeaponMesh = pManager->getSceneManager()->getMesh("media/uzi.3ds");
//m_pWeaponNode = pManager->getSceneManager()->createDeleteAnimator();
}
else if(weapon==2)
{
m_pWeaponMesh = pManager->getSceneManager()->getMesh("media/mygun.3ds");
}
m_pWeaponNode = pManager->getSceneManager()->addAnimatedMeshSceneNode( m_pWeaponMesh, pManager->getSceneManager()->getActiveCamera(), -1);
m_pWeaponNode->setMaterialFlag(video::EMF_LIGHTING, false);
m_pWeaponNode->setMaterialTexture(0, pManager->getDriver()->getTexture("media/uzi.jpg"));
m_pWeaponNode->setScale(core::vector3df(2,2,2));
m_pWeaponNode->setPosition(core::vector3df(12, -8, 25));
m_pWeaponNode->setRotation(core::vector3df(-2,0,0));