Re: [osg-users] OsgParticle when is the particleSystemUpdater called

2018-08-28 Thread ivar out
Hi, I found that the particle system didn't get updated due to a frame number check in osgParticle::ParticleSystemUpdater. if (!ps->isFrozen() && (!ps->getFreezeOnCull() || ((nv.getFrameStamp()->getFrameNumber()-ps->getLastFrameNumber()) <= 2)) ) {

[osg-users] OsgParticle when is the particleSystemUpdater called

2018-08-20 Thread ivar out
Hi, I have two questions regarding the use of theosgParticle class. (1) I'm trying to create a plume emitter, though I would like be able to adjust the color and alphaRange of the particle template depending on the viewer that renders it. My first attempt was to update the color range before

Re: [osg-users] osgParticle (particle life time)`

2017-10-02 Thread Trajce Nikolov NICK
Hi Jannik, I am doing this for the default particle template, not using operators on single particles. But yes, I found that call too. For this I have to rethink my code how to use this per particle fired. Learning osgParticle now Thanks anyway On Mon, Oct 2, 2017 at 10:17 PM, Jannik Heller

Re: [osg-users] osgParticle (particle life time)`

2017-10-02 Thread Jannik Heller
Hi Nick, I think what you're looking for would be Particle::kill(): Code: /** Kill the particle on next update NOTE: after calling this function, the isAlive() method will still return true until the particle is updated again. */ inline void kill();

[osg-users] osgParticle (particle life time)`

2017-09-30 Thread Trajce Nikolov NICK
Hi community, if I set the particle life time to 0, I am seeing it is not killing the particle, but instead it makes it live forever. Any hint how to kill it? Thanks a bunch as always -- trajce nikolov nick ___ osg-users mailing list

Re: [osg-users] osgParticle behavior with discontinuous and reversed time

2017-01-16 Thread Robert Osfield
Hi Rob, osgParticle was never design to handle your usage case so it's not surprising that you are struggling to make it work for you. osgParticle for the most part is an old CPU based design, we maintain it mainly for backwards compatibility. If I were to implement a particle system for a

[osg-users] osgParticle behavior with discontinuous and reversed time

2017-01-14 Thread Robert Spearman
I have a simulator where time can go forward or backward and I am integrating an osgParticle system which draws line particles. My particle lifetimes are under 1 second. I am looking for suggestions on the following problems: When I jump ahead in simulation time (by a week, for example)

Re: [osg-users] osgParticle Emitter on Fast Moving Object

2014-07-28 Thread John Farrier
There are two reasons that extrapolation is not a fix for this problem. The first is that the particle system does not CONSISTANTLY lag the object. Every once and a while it will be in the correct spot for a frame and then go back to lagging the object. The second reason is that I do not

Re: [osg-users] osgParticle Emitter on Fast Moving Object

2014-07-28 Thread Robert Osfield
Hi John, It sounds like when you compute the position of the trail and when the position of the emitter is updated is out of sync, what you need to do is make sure your trail code is executed after the emiter update each frame. As a general comment, if I were to write a smoke trail right now I'd

Re: [osg-users] osgParticle Emitter on Fast Moving Object

2014-07-28 Thread Sebastian Messerschmidt
Hi, I agree with Robert. The original osgParticle is very weird at some points and would need a major rewrite. As found the structure and facilities useful, I inherited from the ParticleSystem and overwrote the render functionality to make it work better with geometry shaders and some custom

Re: [osg-users] osgParticle Emitter on Fast Moving Object

2014-07-28 Thread John Farrier
Great advice. I'll just use shaders in place of osgParticle. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60483#60483 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] osgParticle Emitter on Fast Moving Object

2014-07-27 Thread John Farrier
Hi, I am implementing my own smoke trail using osgParticle. I have it just about where I want it, except for one thing: When I am emitting the smoke trail from a fast moving object, the emitter seems to lag behind the object. At some point, the faster the object moves, the further the

Re: [osg-users] osgParticle Emitter on Fast Moving Object

2014-07-27 Thread Bram Vaessen
You could extrapolate, emitting tHe particles in front of your moving object, i.e. curpos + (curpos-lastpos)*k. I die that once in another environment and it can look wel if you tweak k, and you could make it dependent on the speed as well -- Read this topic online here:

[osg-users] osgParticle implementation

2014-04-28 Thread Sebastian Messerschmidt
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

Re: [osg-users] osgParticle implementation

2014-04-28 Thread Robert Osfield
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

Re: [osg-users] osgParticle implementation

2014-04-28 Thread Sebastian Messerschmidt
Hi Robert, 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. That's what I'm trying to come around, and I might have a way. What approach to take will depending upon the needs of your

Re: [osg-users] osgParticle(particle system) vs PrecipitationEffect plz help me out~

2013-08-23 Thread Kim JongBum
Hi, so the precipitationEffect(shader) is based on GPU? Thank you! Cheers, Kim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55973#55973 ___ osg-users mailing list

Re: [osg-users] osgParticle(particle system) vs PrecipitationEffect plz help me out~

2013-08-23 Thread Robert Osfield
On 23 August 2013 08:32, Kim JongBum osgfo...@tevs.eu wrote: the precipitationEffect(shader) is based on GPU? I don't personally write shaders for anything other than to run on the GPU. The whole architecture of PrecipitionEffect is geared around getting the best performance for a given

[osg-users] osgParticle(particle system) vs PrecipitationEffect plz help me out~

2013-08-22 Thread Kim JongBum
Hi, guys i would like to learn differences between osgParticle (particle system) and osgParticle::PrecipitationEffect. i tried to implement snow/rain effect with them but the result is totally different so why is that? especially, osgParticle (particle system)'s performance is very low even

Re: [osg-users] osgParticle(particle system) vs PrecipitationEffect plz help me out~

2013-08-22 Thread Robert Osfield
Hi Kim, PrecipitationEffect uses shaders is relatively modern but problem specific, while osgParticle::Particle/ParticleSystem uses CPU is relatively old but general purpose. Robert. On 22 August 2013 06:20, Kim JongBum osgfo...@tevs.eu wrote: Hi, guys i would like to learn differences

Re: [osg-users] osgParticle::ExplosionEffect: assistance needed

2013-05-20 Thread Mike Metcalf
Sergey, Thanks for the info on particle systems. I'll dig into it and see what I'm doing with my transforms. Out of frustration, I had implemented something similar to your suggestion for handling QT resources. I simply read a png directly from the QT resource and then write it out to the

Re: [osg-users] osgParticle::ExplosionEffect: assistance needed

2013-05-16 Thread Sergey Polischuk
Hi, Mike 1) you can't load from QT resources via osg out of the box. You can write osgDB::ReadFileCallback (and register it via osgDB::Registry) which will open QFile from path specified, read data from it into stream and load object from that stream with correct osgDB plugins. 2) matrix

[osg-users] osgParticle::ExplosionEffect: assistance needed

2013-05-09 Thread Mike Metcalf
I have been exploring osgParticle::ExplosionEffect for use with our software and have run into a few things I haven't yet been able to figure out. 1) We use the Qt resource system to compile and link into our executable some of the binary resources we need, including some images. I have used

Re: [osg-users] osgParticle restart...

2013-04-04 Thread Peter Wraae Marino
Hi, I think this is a really good question. Right now I'm just creating new instances and I would really like to a have a pool of instances for better performance. I can see this question was asked in 2010... can anyone answer this question? Thank you! Cheers, Peter -- Read

Re: [osg-users] osgParticle restart...

2013-04-04 Thread Sergey Polischuk
Hi Peter if i understand you correctly: there are interfaces to control some particle related objects in such a way (to be exact - all objects that inherited from ParticleProcessor - emitters and particle programs) all they have methods to get\set startTime, currentTime, endTime and resetTime,

Re: [osg-users] osgParticle and transparent objects

2012-05-28 Thread Robert Osfield
Hi Jon, On 9 May 2012 16:32, Jon Snow hmouri...@landersimulation.com wrote: I have the same problem; distant transparent objects are drawn in front of the particles, and these objects change backwards depending on the point of view of the camera. Any suggestions please? There are lots of

Re: [osg-users] osgParticle and transparent objects

2012-05-25 Thread Jon Snow
I have the same problem; distant transparent objects are drawn in front of the particles, and these objects change backwards depending on the point of view of the camera. Any suggestions please? Thanks! Sebastian Messerschmidt wrote: Hello, After including osgparticle into my renderer

[osg-users] osgParticle and transparent objects

2012-01-29 Thread Sebastian Messerschmidt
Hello, After including osgparticle into my renderer I've discovered a problem with alpha blended geometries. For a simple test (to ensure the problem is not on my side) I loaded the cessnafire model along with some alpha blended geometry in osgviewer and the transparent faces are always in

[osg-users] osgParticle not working when using osgUtil:SceneView ?

2012-01-12 Thread Stephane Bertout
Hi, I'm actually developing an application using openframework and openscenegraph.. (I'm able to render 3d from osg inside my of application..) Now trying to integrate some particle effects and I have some issues where my particles don't seem to be visible at all.. I've basically copy pasted

Re: [osg-users] osgParticle not working when using osgUtil:SceneView ?

2012-01-12 Thread Stephan Maximilian Huber
Hi, have you tried the osxOpenSceneGraph[1] addon to embed OpenFrameworks into OpenSceneGraph? It uses a osgCompositeViewer internally, but unfortunately i didn't port it to OF 007 yet. cheers, Stephan [1]https://github.com/stmh/ofxOpenSceneGraph Am 06.01.12 08:42, schrieb Stephane Bertout:

Re: [osg-users] osgParticle not working when using osgUtil:SceneView ?

2012-01-12 Thread Robert Osfield
Hi Stephane, My best guess would be that the FrameStamp isn't being updated, or perhaps the update traversal isn't be done. Robert. On 6 January 2012 07:42, Stephane Bertout sbert...@gmail.com wrote: Hi, I'm actually developing an application using openframework and openscenegraph.. (I'm

Re: [osg-users] osgParticle not working when using osgUtil:SceneView ?

2012-01-12 Thread Stephane Bertout
Hi, I'm now playing with openCL (because the particle system I need to write would require some complex physics update so I've finally decided to implement it on the gpu side directly) so this is not really urgent.. But having simple particle effects would be useful at some point for our

Re: [osg-users] OsgParticle variables causing objects to disappear

2011-10-05 Thread Simon White
Not to worry, I redesigned the min and max values to give a better looking fire, and now the problem has gone. Still don't know what caused it though, gonna worry about that in the future D: Simon. -- Read this topic online here:

Re: [osg-users] OsgParticle variables causing objects to disappear

2011-10-05 Thread Jason Daly
On 10/05/2011 07:26 AM, Simon White wrote: Not to worry, I redesigned the min and max values to give a better looking fire, and now the problem has gone. Still don't know what caused it though, gonna worry about that in the future D: Your problem might have been caused by small feature

Re: [osg-users] OsgParticle variables causing objects to disappear

2011-10-05 Thread Andy Skinner
Maybe far off, but something I've seen: Do you happen to be working on a mac? We've seen something on one particular graphics card on the mac, where drawing with points sometimes seems to affect clipping on other objects. It seems really weird. I think that when we didn't set the osg::Point

Re: [osg-users] OsgParticle variables causing objects to disappear

2011-10-05 Thread Simon White
Thanks for the input guys. I can't replicate the bug because I replaced the code with working code, but I'll be sure to come back to this thread if it happens again! Andy, I'm afraid I'm working on Windows with an ATI card (Mobility Radeon 3650 to be exact), and I'm not using osg::Point at

[osg-users] OsgParticle variables causing objects to disappear

2011-10-03 Thread Simon White
Hi all, I have a class extended from osg::Group called FireEffect, which contains 3 particle systems: a yellow flame, a red flame, and a smoke trail. I also have a truck model in the scene. The truck model and FireEffect object are children of the Root, thus they are siblings in the

Re: [osg-users] osgParticle::FireEffect only one minute

2010-11-26 Thread Alji Simo
well a very good advice and answer ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34143#34143 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] osgParticle restart...

2010-09-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All, I have a simple question regarding osgParticle effects. Is there a simple way to restart the effects once they expire? For example, I have a burning object emitting a smoke effect that I want to restart after the smoke disappears. Is there a clean way to restart the smoke effect?

Re: [osg-users] osgParticle effects on a moving object...

2010-09-21 Thread Robert Osfield
Hi Shayne, There isn't trick that using picking invokes so there is no reason why you can't do it using others methods. The osgparticleeffects example does explain what you have to do differently with moving models - that is to place the emiter on the moving model, and the particle

[osg-users] osgParticle effects on a moving object...

2010-09-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All, I have a need to attach osgParticle effects on a moving object (i.e smoke and fire trail from a moving missile). I've looked at the osgparticleeffects.cpp example in where they attach these effects based off a hit node from the pick event to see how I might do this. Unfortunately I need

Re: [osg-users] osgParticle effects on a moving object...

2010-09-20 Thread Maxim Gammer
//see //http://faculty.nps.edu/jasullivan/osgTutorials/osgParticleHelper.htm //http://faculty.nps.edu/jasullivan/osgTutorials/Download/psHelper.cpp //Author: jasulli...@nps.edu #ifndef PARTICLEHELPER #define PARTICLEHELPER class psGeodeTransform : public osg::MatrixTransform { public: class

[osg-users] osgParticle emitter and transforms

2010-09-20 Thread Javier Taibo
Hi all, I am trying to make a directional emitter using osgParticle nodekit and faced a problem. I am using a osgParticle::ModularEmitter and everything works fine except for one thing: the emission direction. I configured an emission cone around Z-axis using the osgParticle::RadialShooter

[osg-users] osgParticle::ParticleEffect _automaticSetup export

2010-07-12 Thread Henry Delattre
Hi, I would like to know if there is a reason why the boolean parameters _automaticSetup is missing in the serializer for osgParticle::ParticleEffect I have particle effects that I want to build on my own and use the value stored in osgParticle::Placer/Shooter/Counter, but they seem to be

Re: [osg-users] osgParticle::FireEffect only one minute

2009-12-14 Thread Robert Osfield
Hi Dominic, On Sun, Dec 13, 2009 at 9:33 PM, Dominic Stalder dominic.stal...@bluewin.ch wrote: the osgParticle::FireEffect is disables after one minute, is this normal and how can I make it burning the hole time? The headers are your friend, you just need to follow them and browse ;-)

Re: [osg-users] osgParticle::FireEffect only one minute

2009-12-14 Thread Dominic Stalder
Hi Robert thanks a lot, will try to follow your hint ;-) Regards Dominic Robert Osfield schrieb: Hi Dominic, On Sun, Dec 13, 2009 at 9:33 PM, Dominic Stalder dominic.stal...@bluewin.ch wrote: the osgParticle::FireEffect is disables after one minute, is this normal and how can I make it

[osg-users] osgParticle::FireEffect only one minute

2009-12-13 Thread Dominic Stalder
Hi there the osgParticle::FireEffect is disables after one minute, is this normal and how can I make it burning the hole time? Dominic ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgparticle problem

2009-03-27 Thread Robert Osfield
Hi Su Hu, Do you mean the you are using osgParticle::PrecipitationEffect to render the rain and snow, or do you mean you've modified the osgparticle example? The warnings look like graphics context setup issue, do other examples work fine? Robert. 2009/3/27 su hu ttts...@gmail.com Hi all,

Re: [osg-users] osgParticle and osgPPU not compatible

2009-01-20 Thread alexandre amyot murray
Hi Art, I know you are probably very occupied, but is it possible for you to provide a small example of using osgParticle with osgPPU. I still have the same bug as I had 2 months ago and Im not able to fix it. Just to remember it, my app crash just after I get this warning :

Re: [osg-users] osgParticle and osgPPU not compatible

2009-01-20 Thread alexandre amyot murray
Hi Art, Forget about the example, I made one myself and it work, jut don't know what I'm doing different in my app. But now it's my problem :) Thanks Alex ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgParticle and osgPPU not compatible

2009-01-20 Thread Art Tevs
alex.amyotmur...@gmail.com Betreff: Re: [osg-users] osgParticle and osgPPU not compatible An: osg-users@lists.openscenegraph.org Datum: Dienstag, 20. Januar 2009, 18:29 Hi Art, Forget about the example, I made one myself and it work, jut don't know what I'm doing different in my app. But now it's my

[osg-users] osgParticle

2008-10-07 Thread Роман Григорьев
Good day! I built custom particle system like in tutorials on osg site Now I'd like to control it using event handlers For example when I press a key I'd like to emit particle What's the best way to do it? Thanx in advance Bye ___ osg-users mailing

Re: [osg-users] osgParticle and osgPPU not compatible

2008-09-17 Thread Robert Osfield
Hi Alexandre, The message you got is very specific, and may well be the cause of the crash. The FrameStamp is something that all viewers should manage, incrementing the frame count and frame time on each frame, and attaching it to the update, event and cull visitors. The osgViewer based viewers

Re: [osg-users] osgParticle and osgPPU not compatible

2008-09-17 Thread Art Tevs
[EMAIL PROTECTED] schrieb am Di, 16.9.2008: Von: alexandre amyot murray [EMAIL PROTECTED] Betreff: [osg-users] osgParticle and osgPPU not compatible An: osg-users@lists.openscenegraph.org Datum: Dienstag, 16. September 2008, 22:57 Hi, I'm trying to use osgParticle in combinaison

Re: [osg-users] osgParticle and osgPPU not compatible

2008-09-17 Thread alexandre amyot murray
Hi Art and Robert, First of all I dont use my own viewer class, I use osgViewer. I initialize the viewer camera like this to support osgPPU : // Set single thread model viewer_.setThreadingModel(osgViewer::Viewer::SingleThreaded); // Set the main window position and size

Re: [osg-users] osgParticle and osgPPU not compatible

2008-09-17 Thread Robert Osfield
Hi Alex and Art, Does osgPPU::Processor do anything to the update/event traversals? Robert. On Wed, Sep 17, 2008 at 3:29 PM, alexandre amyot murray [EMAIL PROTECTED] wrote: Hi Art and Robert, First of all I dont use my own viewer class, I use osgViewer. I initialize the viewer camera like

Re: [osg-users] osgParticle and osgPPU not compatible

2008-09-17 Thread Art Tevs
PROTECTED] schrieb am Mi, 17.9.2008: Von: Robert Osfield [EMAIL PROTECTED] Betreff: Re: [osg-users] osgParticle and osgPPU not compatible An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Mittwoch, 17. September 2008, 17:00 Hi Alex and Art, Does osgPPU::Processor do anything