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ZO_ABOVE_SCENEGRAPH_DRAW_LEVEL = 100000 return objendendendendendendendendendendendendend endendendendend end return nodeend -- after this point, this node will no longer participate in rendering, the node should eventually be garbage collected. -- it's important that you nil out references in application code too to achieve this. -- child controls do not hold references to their scene node, so they will -- also become "free-floating". Likewise, it's your responsibility to reuse -- those controls to not leak memory. if children then end endend -- shortcut so you can see where a node is placed visually -- draws a purple box centered on the node's origin point local debugTexture = GetWindowManager():CreateControl(string.format("%sDebugTexture%d", self.canvasControl:GetName(), self.debugTextureId), self.canvasControl, CT_TEXTURE)endend endenddo if dirty then end if children ~= nil then for i = 1, #children do local child = children[i] end end end local NOT_DIRTY_UPSTREAM = false endend |