hello,
i have another question about RenderContext concept. I think that i
found inconsistency with ParticleShapeNode - simply it's
not state-less.
Imagine tree as a hierarchy:
/tree (mesh node)
flames (particle shape node)
if i'd like to create forest of burning trees then i get to
trouble with ParticleShapeNode::emitterVarIndex (each render
context/tree may have some additional variables then index
may be different - but this value is always overwritten in last
ParticleShapeNode::RenderContextCreated() call).
So i have to split this type of hierarchy and for each flame
create context separately? What is common solution?
thanks
Libor Capak
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