sorry, wrong translator (translate.google.ru). I wanted to write
*I* can add function SetClampProducedParticles (min, max)......

2010/9/9 Maxim Gammer <[email protected]>

> Thanks for the reply Robert
>
> I think you can add function SetClampProducedParticles (min, max) .... how
> do you think it can be implemented to version OSG 3.0?
>
> If so, I will add this feature.
>
> Thoughts?
> Max.
>
> 2010/9/9 Robert Osfield <[email protected]>
>
> Hi Maxim,
>>
>> This is a interesting issue - down to a design issue with the crude
>> particular simulation that osgParticle does, ideally one wouldn't have
>> start and stops in the simulation unless that was directed by the
>> simulation itself.
>>
>> In this particular case, having too many particles all thrown in at
>> one time step clearly is inappropriate, just randomizing this value,
>> like you've done , doesn't seem to be appropriate either, effectively
>> your code is doing is assuming a time interval of 1, but only using
>> this if more than the max number of particles are selected.  If one
>> wanted this behaviour a better way of doing it would be to clamp the
>> max dt used in the computation to 1, or to clamp the max number of
>> particles to getRateRange().maximum.
>>
>> Thoughts?
>> Robert.
>>
>> On Thu, Aug 26, 2010 at 8:25 AM, Maxim Gammer <[email protected]>
>> wrote:
>> > The problem with the system of particles:
>> > in hiding the particle system and their subsequent screening creates a
>> huge
>> > number of particles (splash). But more than the big time difference
>> between
>> > concealment and display. The drawings depicted such a situation.
>> > http://i35.tinypic.com/ridkhu.jpg
>> > http://i33.tinypic.com/2nulhfd.jpg
>> > The first figure shows the correct image, the second figure shows the
>> > erroneous operation of the system of particles.
>> > In addition, when a large number of particles occurs following warning:
>> > Warning: State:: drawQuads (0, 72588) too large handle in remapping to
>> > ushort glDrawElements.
>> > Warning: State:: drawQuads (0, 72592) too large handle in remapping to
>> > ushort glDrawElements.
>> > Warning: State:: drawQuads (0, 72592) too large handle in remapping to
>> > ushort glDrawElements.
>> > Warning: State:: drawQuads (0, 72596) too large handle in remapping to
>> > ushort glDrawElements.
>> > fix this problem :
>> >
>> >  inline int RandomRateCounter::numParticlesToCreate(double dt) const
>> >     {
>> >         _np += dt * getRateRange().get_random();
>> >         int n = static_cast<int>(_np);
>> >         _np -= n;
>> > if (n > getRateRange().maximum)
>> > {
>> > n = getRateRange().get_random(); //or .get_random
>> > _np=0;
>> > }
>> >         return n;
>> >     }
>> >
>> > in attached file....
>> >
>> > --
>> > Maxim Gammer
>> >
>> >
>> > _______________________________________________
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>> > [email protected]
>> >
>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>> >
>> >
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>>
>
>
>
> --
> Maxim Gammer
>
>


-- 
Maxim Gammer
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