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... > ________________________________ > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

