see osgparticleeffect example ...

max.

22.04.09, 21:35, "Jolley, Thomas P" <[email protected]>:

> Hi Robert,
> A little late but I just noticed this change has broken particle effects
> in my application.  When I tried to change my application to work with
> this change I get problems with floating point precision on the
> particles.  I don't think this change is the correct solution for fixing
> floating point precision problems with particle effects.  It's better
> done at the application level by separating out non-particle system
> nodes, particle processors, and the geodes where particles are placed.
> An appropriate MatrixTransform can be placed above each new graph to
> resolve the precision issues for the particular frames of reference.
> Perhaps Tim Moore can explain further the problem he was trying solve by
> giving us an example.
> Here are some examples of how this change looks like it might work and
> how it doesn't work using the cessnafire.osg model.
> 1.  How it looks like it might work.  Load the cessnafire.osg model and
> put it under a MatrixTransform.  Using the MatrixTransform, move the
> model to about 6M meters.  Watch the particle effects when the model is
> slowly translated using the MatrixTransform.  The precision of the
> particles look good.  The particles are emitted from the correct
> location from the model.  The particles once emitted move with the
> MatrixTransform when they should stay fixed to the world coordinate
> system.
> 2.  How it doesn't work.  Load the cessnafire.osg model and put it under
> a MatrixTransform.  Put the MatrixTransform under a Group.  Move the
> Geodes where particles are placed so that they are under the top Group
> node.  You may as well move the ParticleSystemUpdater under the top
> Group node.  Moving the model out to 6M meters and slowly translate the
> model using the MatrixTransform.  The precision of the particles is bad.
> The particles are emitted from the correct location but possibly the
> wrong direction due to precision problems.  The particles once emitted
> stay fixed to the world coordinate system as I would expect.
> -----Original Message-----
> From: Robert Osfield [mailto:[email protected]] 
> Sent: Thursday, September 18, 2008 5:12 AM
> To: OpenSceneGraph Submissions
> Subject: Re: [osg-submissions] osgParticle ParticleSystem and
> ModularEmitterin different coordinate systems
> 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
> >
> > _______________________________________________
> > osg-submissions mailing list
> > [email protected]
> > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscene
> > graph.org
> >
> >
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