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

Attachment: RandomRateCounter
Description: Binary data

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