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...
> > ________________________________
> >
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> [email protected]
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>



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