On Saturday 14 February 2004 14:08, Norman Vine wrote: > 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
A proper particle system would be a much better idea than trying to fake it with objects. Something for the future perhaps. LeeE _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel