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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