Thanks Tim, I've merged your changes, and also added a
Drawable::getWorldMatrices(const Node*) method and tweaked your code
to use this rather than needing to use getParents(0) and then
getWorldMatrices() as getParents(0) could in theory be null (although
in a correctly set up scene it won't be).

Could you do an svn update and test out my changes,
Robert.

On Wed, Sep 10, 2008 at 9:39 AM, Tim Moore <[EMAIL PROTECTED]> wrote:
> Hello,
> This submission fixes a bug when the ModularEmitter and ParticleSystem are
> in different frames of reference. Specifically, it supports the case where
> the ParticleSystem is not in the world frame. One way this can come up is if
> your world coordinate system is Earth-centric; the float coordinates of
> particles don't have enough precision to avoid terrible jitter and other
> rendering artifacts, so it's convenient to root the particle systems in a
> local Z-up coordinate system that gets moved around from time to time.
>
> I haven't touched the rotation and angular velocity properties of particles.
> IMHO they are pretty broken, dealing in Euler angles and such, and I see
> that they aren't used in the rest of the particle system code.
>
> Tim
>
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