Lee Elliott writes:
> 
> On Friday 13 February 2004 22:27, Jon S Berndt wrote:
> > Any chance of modeling wingtip vortices (when CL is high enough above
> > some threshhold) and rocket engine exhaust?
> 
> 
> Another possiblity would be some sort of particle object handling where 
> temporary objects could be generated, left for a while and then culled.  We 
> could then 'drop' a stream of these objects behind the a/c that're culled 
> after a certain time.  It'd probably need a lot of objects to work though, 
> and it would also push up the object count of course.

SSG supports 'particle systems' via the sgParticle class
see PLIB / examples / src / ssg / dynamics / 

The easiest thing would probably be to write up a high level interface
to a new ParticleStream class < a time dependent collection of sgParticles > 
and then insert these into the scenegraph with a scriptable binding 

Cheers

Norman

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