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. _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
