Re: [osg-users] Particles / gpu / cpu

2017-02-22 Thread Robert Osfield
Hi Johny,

With modern graphics hardware I would recommend using GPU.

Most of osgParticle was written back before shaders so is primarily
around CPU particles. These old classes need to be kept around for
backwards compatibility but I wouldn't recommend using these CPU
particles systems these days.

The exception in osgParticle is the PrecipitionEffect class that
implements a GPU based rain/snow/sleet rendering.

Robert.


On 22 February 2017 at 09:18, Johny Canes  wrote:
> Hi,
>
> I'm going to do add 'particles' to my osgapp, and someone might be interested 
> in how I. I'll do some research to see what tradeoffs should be made, and 
> whether I can run some of it on the gpu, et cetera. I'm not sure if I want to 
> do manual state changes via uniform callbacks on a large set of particles.
>
> I'm aiming for dust particles, radioactive particles, maybe rain. Maybe 
> generalize it into a system or write a handy glsl for each different type.
>
> Thank you!
>
> Cheers,
> Johny
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70306#70306
>
>
>
>
>
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[osg-users] Particles / gpu / cpu

2017-02-22 Thread Johny Canes
Hi,

I'm going to do add 'particles' to my osgapp, and someone might be interested 
in how I. I'll do some research to see what tradeoffs should be made, and 
whether I can run some of it on the gpu, et cetera. I'm not sure if I want to 
do manual state changes via uniform callbacks on a large set of particles.

I'm aiming for dust particles, radioactive particles, maybe rain. Maybe 
generalize it into a system or write a handy glsl for each different type.

Thank you!

Cheers,
Johny

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70306#70306





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