Hi Tom,

I have refactored the rendering of particles so that the
ParticleSystem::single_render_pass now computes the x and y axis of
the particle quad in its rotated form prior to pass to particle to
render.  This rotation is only ever done for particles that actually
have a rotation, which means for most particle systems we'll get
better performance as their won't be a redundant rotation matrix being
created and applied.

I've tested the new code with SmokeBox.osg and it now works as before.
 It still is rotating in eye coordinates, which I feel is wrong, but
this is what everyone has been coding with for quite some while so I
won't break that model right now.

Could you please check the svn/trunk version of the OSG to see if it
now works fine with your apps.

Robert.
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