Hi Tom, Tim et. al,

I think what we probably need is a bit of revamp internally in
osgParticle to properly support double precision positioning of the
particle system and emitter.  Exactly how this should look I can't say
right now, I'd need to sit down and work out the current osgParticle
class structure and see how it might all fit together.  I haven't
looked at it closely recently so I don't recall the details off the
top of my head.

Longer term osgParticle could do with be rewritten to use shaders +
point sprites rather than the CPU centric implementation that we have
right now.  Perhaps this could be done at the same time as the above.

Short term we are stuck with an fix that works for FlightGear and
perhaps other apps that use osgParticle in similar ways, but breaks
other apps that use osgParticle in other ways.  Reverting to an older
rev will just break things for FlightGear and other similar apps.  So
we are between a rock and hard place.

Perhaps a short term solution would be to have an compile option or
better still a variable that can control which behave is selected
internally.  For OSG-2.8.1 we need to stick to ABI compatibility, so
the compile option would be the only way, but which should be the
default....  perhaps an env var could be used to toggle the variable.

Do one of you guys want to come up with an interim solutions?

Robert.
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