Found a bug in the protected cloneMembers method of the ISceneNode class.
If you look in the code you'll see the line:
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setTriangleSelector(toCopyFrom->TriangleSelector);
Problem here is that the triangle selector is not copied/cloned when I clone my scene node. This is no good because a triangle selector is tied to a specific scene node, so if I delete the old scene node but then used the triangle selector from the cloned node I'll likely get a crash, because the triangle selector will try to access the old scene node (which it is tied to).
I'm not sure what the devs want to do here... my guess is adding a copying/cloning implementation to the triangle selector is the way to go.
Comments?