Hi Max,

Osgparticleeffect is a nice example.  I don't see how this example relates to 
the floating point precision problems introduced by the changes to 
ModularEmitter.cpp last September?  Can you be more specific?

-----Original Message-----
From: GMD GammerMaxyandex.ru [mailto:[email protected]] 
Sent: Wednesday, April 22, 2009 12:43 PM
To: [email protected]
Subject: Re: [osg-submissions] osgParticle ParticleSystem andModularEmitterin 
different coordinate systems

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-opensce
> > ne
> > graph.org
> >
> >
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