Hello Robert.

I understand it, but I do not see a better solution. How to solve this
problem another way? This will require very large changes in osgpartitsle
.... to fix one little problem ..... and this will require a lot of time

I do not know who can help me in solving this problem.

Do you think my solution at all bad?

I really want to solve this problem in version 3.0 ... but not knowing how
to do it ...

Thank you very much for your participation in this process ...


Maxim.


2010/9/16 Robert Osfield <[email protected]>

> 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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> >>
> >>
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> >
> >
> >
> > --
> > Maxim Gammer
> >
> >
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> >
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> >
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-- 
Maxim Gammer
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