Hi Maxim,

I've just reviewed your change and it feels a bit awkward with a
non-intuitive clamping behaviour.  What clamping would imply would be
that the total number of new particles is clamped to a maximum value,
but what you've implemented is that if the value is greater than 1
second * maximum rate then you randomize the result.

This randomize when clamping doesn't make any sense to me, not from a
physical simulation standpoint, and rendering result standpoint or
from a normal interpretation of what clamping does.

Perhaps a more clear route would be to have an informal maximum number
of particles as the number of particles that can be generated in one
second, so in effect you clamp the time delta to a maximum 1.  Or
alternatively you have a fixed maximum number of particles generated
per frame.  However, all these solutions are just hacks, the real
solution would lie in running the particle simulation with a series of
time steps, rather than just one big time step.  Personally I think
this is how we should tackle, do it properly and solve it for once and
for all.

Robert.

On Thu, Sep 16, 2010 at 2:21 PM, Maxim Gammer <[email protected]> wrote:
> it is correct file....
> ok... please review of it.
>
> 2010/9/16 Robert Osfield <[email protected]>
>>
>> HI Maximum,
>>
>> On Thu, Sep 16, 2010 at 1:53 PM, Maxim Gammer <[email protected]> wrote:
>> > I add function SetClampProducedParticles (min, max)..... to file
>> > /include/osgParticle/RandomRateCounter
>> > ok?
>>
>> I don't know what you have in mind, so perhaps it's best to go ahead a
>> code what you are thinking of then I can do a review of it.
>>
>> Cheers,
>> Robert.
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>
>
>
> --
> Maxim Gammer
>
>
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