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Author Topic: Particle imposters bugged when not destroyed  (Read 875 times)

« on: September 20, 2009, 02:24:35 PM »
Particle imposters gets bugged when not destroyed properly.
I can't place them via script correctly between editing sessions if not properly destroyed in iDeinitializing() using iObjectImpostersDestroy.

Skimeshimposters works ok without destroying.
« Last Edit: September 20, 2009, 02:26:29 PM by shadmar »
« Reply #1 on: September 20, 2009, 02:33:16 PM »
Thanx for reporting it shadmar  :)

This is by design. Actually destroying imposters in your script before terminating the application is necessary. For the SkinMesh implementing an automatic 'emergency' destruction was possible because imposters are supported by the 3Impact game engine upon which 3drad is build. Particle imposters are implemented at 3drad code level which did't allow any emergency destruction check on exit.
« Reply #2 on: September 20, 2009, 02:47:20 PM »
Ok, destroying I will :)
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