On Aug 21, 2008, at 4:16 PM, Christopher Wright wrote:

Here's a fun demonstration to illustrate it (no iterators were harmed in the making of this composition)


Ok, so I noticed that actually, in time forward mode, you have to wait a while (50-70 seconds) to see anything -- the back-and-forth time is a 20 second span from 50 to 70 (so it never gets close to 0), and jumping to less than that causes the population-count- changing system to ignore everything (!!!) until time moves forward again. Fun stuff :)

Wow, thanks for the quick responses on this. It makes sense to me now why this would be so screwy, I suppose. So, the question now, is, do I need to just implement my own particle system patch? That doesn't really bother me: I have a fair-to-middling background in OpenGL, and am an honest-to-goodness software engineer (although not generally of this sort...this is just a side hobby.) So writing my own particle system patch it easy enough. I guess then I would have finer control over how, precisely, the thing behaves. Still, it seems I ought not have to, since here's a perfectly reasonable particle system patch already done for me.

I guess the short of it is: what's the actual solution here? Is there one besides either a) leave the loop unrolled, or b) write my own particle system that can handle this?

-G
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