You may also have a look at : http://spark.developpez.com/
Looking at the code, it seems well designed. Cheers, On Tue, Aug 17, 2010 at 4:25 PM, Wang Rui <[email protected]> wrote: > 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 > -- Serge Lages http://www.tharsis-software.com
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