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


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