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Veslefrikk

Scene Graph destruction

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Hi, I working on my scenegraph and what im curious about is if im really doing this the most efficient way. When I want to shut down and clean up I got something like this.
	switch( e->EntityType ){
		case ENTITY:
			delete e;
			return;
		case SOLID:
			delete e;
			return;
		case PHYSIC:
			delete ( Physic* )e;
			return;
		case SHIP:
			delete ( Ship* )e;
			return;
		case MISSILE:
			delete ( Missile* )e;
			return;
		default:
			return;
Is there a smarter way to automize this? Its going to be alot more cases then this soon so I would hope there is. :) Stefan

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Casting to freeing memory like that is completely superfluous; a simple delete e; will do the same job, so you can ditch the switch.

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Thats just silly of me.. Makes perfect since, just didnt cross my mind since the constructor worked differently..

Live and learn

Thanks
Stefan

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