void LightNode::onRemoveFromScene() { // Call the base class first EntityNode::onRemoveFromScene(); GlobalRenderSystem().detachLight(*this); // De-select all child components as well setSelectedComponents(false, SelectionSystem::eVertex); setSelectedComponents(false, SelectionSystem::eFace); }
void Doom3GroupNode::onRemoveFromScene() { // Call the base class first EntityNode::onRemoveFromScene(); // De-select all child components as well setSelectedComponents(false, SelectionSystem::eVertex); Node::instanceDetach(scene::findMapFile(getSelf())); }