// Scene graph thread can modify this object.
Node& parent = const_cast< Node& >( constParent );
- // @todo MESH_REWORK Don't pass by owner pointer after merge with SceneGraph::RenderableAttachment ? (not needed if we split RendererAttachment to 2 objects)
typedef MessageValue2< UpdateManager, Node*, NodeAttachmentOwner > LocalType;
// Reserve some memory inside the message queue