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
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