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)) )
{
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
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
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();
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
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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
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)
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
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
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
Great advice. I'll just use shaders in place of osgParticle. Thanks!
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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
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
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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
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
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
Hi,
so
the precipitationEffect(shader) is based on GPU?
Thank you!
Cheers,
Kim
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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
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
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
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
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
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
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
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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,
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
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
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
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
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:
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
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
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.
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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
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
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
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
well a very good advice and answer ;)
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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?
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
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
//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
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
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
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 ;-)
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
Hi there
the osgParticle::FireEffect is disables after one minute, is this normal
and how can I make it burning the hole time?
Dominic
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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,
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 :
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
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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
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
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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
[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
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
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
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
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