Hi Fabien,

Today's osgParticle already uses GLBeginEndAdapter for rendering
particles, which is actually glDrawArray() at its low-level
implementation. I wonder if this is not too inefficient comparing with
the use of osg::Geometry. Of course, making use of shaders will be
much better on modern graphics devices.

To develop new features for osgParticle, I mainly refer to a good
open-source project by David McAllister
(http://www.particlesystems.org/). Any other ideas and usable source
code are welcome and appreciated.

Cheers,

Wang Rui


2010/8/17 Fabien Lavignotte <[email protected]>:
> A quick mail just to give more opinions on the subject.
> We stopped using osgParticle for performance reasons. osgParticle is a
> little bit overengineered for a real time particle system, the particle
> simulation loop is quite bloated with different layer of abstractions that
> are finally not so useful. Moreover, the particle class is quite big, with
> lot of informations that are not useful for all particle systems.  It is
> really not suited for high performance particle systems (thousands of
> particles).
> Finally, doing the particle simulation on my own was easier, and give me
> more control. For exemple, the particle system must work with earth-like
> databases. I have several effects (explosion, reactor trail, dust trail),
> they just share the drawing code (convert particles to osg::Geometry) and
> some basic particles management, and it is sufficient...
> ________________________________
>
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