/** Destroys a SceneNode.
This allows you to physically delete an individual SceneNode if you want to.
Note that this is not normally recommended, it's better to allow SceneManager
to delete the nodes when the scene is cleared.
*/
virtual void destroySceneNode(SceneNode* sn);
What I have to do instead to remove node and attached stuff?
Additionally - what is currently most correct way to delete scene node - via SceneManager or via sceneNode parent?
I did later way but found the way via getCreator() and wonder should I rewrite my code or not?