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@@ -225,10 +225,6 @@ uint32 QuadTree::AllocateNode(bool inIsChanged)
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// you could still be running out of nodes because the tree is not being maintained. If your application is paused,
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// consider still calling PhysicsSystem::Update with a delta time of 0 to keep the tree in good shape.
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//
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- // The system keeps track of a previous and a current tree, this allows for queries to continue using the old tree
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- // while the new tree is being built. If you completely clean the PhysicsSystem and rebuild it from scratch, you may
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- // want to call PhysicsSystem::OptimizeBroadPhase two times after clearing to completely get rid of any lingering nodes.
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- //
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// The number of nodes that is allocated is related to the max number of bodies that is passed in PhysicsSystem::Init.
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// For normal situations there are plenty of nodes available. If all else fails, you can increase the number of nodes
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// by increasing the maximum number of bodies.
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