Forwarding to its thread origin
James Killian
----- Original Message -----
From: [email protected]
To: James Killian ; [email protected]
Sent: Friday, May 22, 2009 6:55 PM
Subject: Re: Fw: [osg-users] [osg-submissions]
[osgParticle]osgParticleParticleSystem andModularEmitterin differentcoordinate
systems
Hi Thomas,
We have been seeing some ghost particles here and there. Since the September
updates, we have been seeing the particles offset in space as you had
described, so your notes have really helped. To get my particle "explosions"
working, I followed the osgparticleeffects example. These were working well
until the September update. The osgparticleeffects example is not showing the
problem, but I am sure that is just because the particle effects are just
children of the root node, which is never moving. This example, and our code,
uses osgParticle::ExplosionEffect, among other things.
So our scene graph looks something like this:
Group--+
|
+--MatrixTransform 1--+
| |
| +--Geode of main Body
| |
| +--osgParticle::ExplosionEffect
Emitter?)
|
+--Geode for particles--+
|
+--osgParticle::ExplosionEffect.getParticleSystem()
So osgParticle::ExplosionEffect inherits from ParticleEffect which inherits
from Group. It looks like ExplosionEffect has a ModularEmitter and a
FluidProgram as members. I am just still learning, so I am not sure what a
Program does.
getParticleSystem() returns a ParticleSystem which inherits from Drawable. I
am not sure where the ParticleSystemUpdater you mentioned fits into this.
James has been tracking where exactly the change is. We could just undo the
little change James found made locally and fix it for us, but we figure it
would be best to make it better for everyone, and work out how we can keep the
fixes in play. I would not be surprised if there is something we were doing
wrong as well (wouldn't be the first time).
Thanks,
-- Rick
So the osgParticle::ExplosionEffect inherits from
On Fri, May 22, 2009 at 3:14 PM, James Killian <[email protected]>
wrote:
----- Original Message -----
From: "Jolley, Thomas P" <[email protected]>
To: "OpenSceneGraph Users" <[email protected]>
Sent: Friday, May 22, 2009 3:45 PM
Subject: Re: [osg-users] [osg-submissions]
[osgParticle]osgParticleParticleSystem andModularEmitterin
differentcoordinate systems
Hi James,
The ParticleSystem is derived from osg::Drawable and
ParticleSystemUpdater is derived from osg::Node.
How are you creating the graph with particles? If you are using clone
you may have trouble with ParticleSystemUpdater (see my recent
submission). Also, if you don't clone ParticleSystems and get the links
between ModularEmitter, Geode, and ParticleSystemUpdater correct you may
get "ghost" particles.
________________________________
From: James Killian [mailto:[email protected]]
Sorry that we are so late to chime in on this thread, but I'd
like to post a response to the content presented here in hopes to help
others, and perhaps fix code as well.
Rick is the original author of the client particle system code
we use for our game. I have passed this thread to him and here is his
response:
Rick:
As for the particle system structure, mine is arranged like the
last one on that email you showed me:
Group--+
|
+--MatrixTransform 1--+
| |
| +--Geode of main Body
| |
| +--Modular Emitter
|
+--Geode for particles
|
+--ParticleSystemUpdater
Except I think he had a typo. The ParticleSystemUpdater, if I
understand it correctly, is a Drawable, so it is actually a child of the
Geode. The one that I have is a ParticleSystem. Perhaps I am wrong and
the PartilceSystemUpdater is something else. Anyway, mine looks like
this right now:
Group--+
|
+--MatrixTransform 1--+
| |
| +--Geode of main Body
| |
| +--ParticleEffect (Modular
Emitter?)
|
+--Geode for particles--+
|
+--ParticleSystem
(ParticleSystemUpdater?)
So perhaps there is something else to look at here. We could
also just make the little fix you found for the time being and be done
with it. Perhaps we should shoot off an email in response and ask the
question of the OSG community?
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