Hi Sebastian, osgParticle is mostly quite an old CPU based design+implementation so can be a bit awkward to fit around the needs of a shader based approach.
What approach to take will depending upon the needs of your particular task, which you haven't explained, so I can't provide any specific advice on how I'd tackle such a problem. In general these days if I'm doing a particle effect I'd happily just roll a solution out of a standard osg::Geometry + shaders place a little glue code via callbacks or custom osg::Node to manage high level control. Robert. On 28 April 2014 09:24, Sebastian Messerschmidt <[email protected]> wrote: > Hi, > > I'm facing a challenge trying to use osgParticle with customizations which I > need to use modern techniques to build a shader based particle system. > The problem is, that I want to use a vertex-attribute based implementation, > where I need some additional properties and uniforms to be pushed into the > state/vertex array. > Right now I tried to override the ParticleSystem drawImplementation to call > my own vertex array based implementation. Unfortunately I'm not able to > calculate stride etc. because the particle's members are protected. > Unfortunately I cannot derive the Particle either, as it is not a base > class. > > Any ideas how customize the particles without re-inventing the wheel? > > cheers > Sebastian > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

