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Callbacks for node removal no longer triggered when new scene is loaded

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10-25-2012
07:09 AM
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Hi everyone!
I've got a small issue when migrating an in-house Viewport Renderer plug-in from 2012 to 2013, when resetting a scene (for instance by creating a new scene or opening another one).
In 2012 version, when creating a new scene, a node removal callback was triggered on every node of the scene to clean things up. More precisely, by installing a callback this way:
the method removeNodeCB was called on each Dag path of my scene. Which was pretty interesting for me to clean a dual scene graph within my plug-in 🙂
In 2013 version however, none of these nodes removal callbacks are triggered on a scene reset (they are correctly triggered when manually removing a node of course).
So my question is simple: what did I miss? 🙂
Is there a new way to deal with scene resets in the API that I didn't see or is this simply a bug I should report?
Thanks in advance for any answer!
I've got a small issue when migrating an in-house Viewport Renderer plug-in from 2012 to 2013, when resetting a scene (for instance by creating a new scene or opening another one).
In 2012 version, when creating a new scene, a node removal callback was triggered on every node of the scene to clean things up. More precisely, by installing a callback this way:
_callbackRemoveNodes = MDagMessage::addParentRemovedCallback( removeNodeCB, (void*)this );
the method removeNodeCB was called on each Dag path of my scene. Which was pretty interesting for me to clean a dual scene graph within my plug-in 🙂
In 2013 version however, none of these nodes removal callbacks are triggered on a scene reset (they are correctly triggered when manually removing a node of course).
So my question is simple: what did I miss? 🙂
Is there a new way to deal with scene resets in the API that I didn't see or is this simply a bug I should report?
Thanks in advance for any answer!