HI David,

Have you diagnosed the particular cause of the frame hiccup?  Is the
texture load?

Robert.

On Fri, Jan 9, 2009 at 8:50 PM, David Guthrie <[email protected]> wrote:
> This has been discussed on this list a number of times in the past, but I 
> never saw any resolution.
>
> osgParticle systems cannot be cloned, so they can't be cached and cloned any 
> time you want to use one. This means that each time a particle system is 
> needed, it must either be read from disk every time or implemented entirely 
> in code.
>
> The latter makes using tools to create them impossible, and makes them not 
> real useful. The former cause a frame hiccup each time one is loaded. This is 
> especially a problem if multiple ones are loaded in succession.
>
> I understand the argument against cloning a running particle system, but we 
> really need to be able to clone the configuration of a particle system, or 
> essentially the initial state with 0 particles.
>
> We would like to either implement clone functionality that just clones the 
> initial settings, or write a visitor that builds a copy of the particle 
> system. Then particle systems could be loaded as cached in OSG, solving the 
> frame hiccup.
>
> Has anyone done something like this? Does anyone have another, perhaps better 
> solution they have implemented already?
>
> If we were to implement this "cloning" functionality, which solution would be 
> preferred?
>
> ------------------
> Read this topic online here:
> http://osgforum.tevs.eu/viewtopic.php?p=4410#4410
>
>
>
>
>
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