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.
I change file RandomRateCounter to fix this problem...
i add:
inline void setClamp(bool value);
and add..
if ((n > getRateRange().maximum) &&
(clampProducedParticles==true))
{
n = getRateRange().get_random();
_np=0;
}
to inline int RandomRateCounter::numParticlesToCreate(double dt) const
These changes can be added in next version OSG?
--
Maxim Gammer
RandomRateCounter
Description: Binary data
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