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
>
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>
>
>
>
>
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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

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Re: [osg-users] Particles problem

2013-07-31 Thread Flavien Du Peloux
Hi,

I am 4 years late but maybe it will help someone else.
I had a problem wich was similar to yours: i wanted to hide/show a node who had 
a particleSystemUpdater attached, and the accumulation problem came to me there.

So that's what i did to get around:
We should not hide/show the node (or ParticleSystemUpdater) attached to the 
ParticleSystem, but the Emitter. In my case, it was a ModularEmitter but it's 
the same.
And then you have 2 solutions, both work:

Code:

//hide or show the modular emitter
emitter-setNodeMask(0 or 1);





Code:

//set the counter of the emitter to 0. It's a little trick but it works.
//if you do this, remember that you have to have to set back the real counter 
of the emitter when you want to show again your particles
counter = new osgParticle::RandomRateCounter;
counter-setRateRange( osgParticle::rangef(0,0) );
emitter-setCounter(counter);




This solution might not be the best, but that's the only one i found for now.

Cheers,
Flavien

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Re: [osg-users] particles

2013-04-11 Thread Peter Wraae Marino
Hi,

does anyone know whay the particlesystem.org is dead? has it moved?

Thank you!

Cheers,
Peter

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Re: [osg-users] particles

2013-03-29 Thread Peter Wraae Marino
Hi,

apparently nobody has an answer. 

I have tried to follow the links supplied in the code for 
David McAllister's Particle System API at http://www.particlesystems.org, but 
it seems that this site is dead... so documentation for the particle system 
used by osg is almost non existent.

Thank you!

Cheers,
Peter

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Re: [osg-users] particles

2013-03-18 Thread Peter Wraae Marino
Hi hybr,

smoke trails isn't what I want. It extrudes the  particles. 

right now I have create a simple particle system of my own which throws out 
particles like an explosion and I create 5-10 osg particle systems and set the 
placer's for these. This works,.. but is kinda heavy duty way of doing it.

It would be nice if I could connect a particle system to a particle in osg and 
was optimized for it. This would create a more realistic debris explosion. 

Thank you!

Cheers,
Peter

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[osg-users] particles

2013-03-15 Thread Peter Wraae Marino
Hi,


Is there a way to create particles from particles position?

let me explain... I would like to create an explosion with debris. The way I 
would create it is one particle system shooting particles that represent debris 
and another particle system creating smoke as the debris is flying (at the 
position of the first particle systems debris particle).

I know this might sound confusing. If it isn't understood then ask and I'll 
create a longer message.

Thank you!

Cheers,
Peter

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Re: [osg-users] Particles on iOS

2011-11-09 Thread Alessandro Terenzi
Hi Su,
please refer to any of the (many) threads that already discusses the topic 
you're interested in (building for iOS), anyway in order to build (anything) 
for iOS you need at least a Mac, then Xcode and so you'll be able to develop 
for the simulator, finally if you need to build for a real device you'll need 
also to be enrolled in the Apple developer program.

Do not want to look unkind :) anyway, please, as a general rule do not ask 
questions that do not relate to the thread, rather start a new one if your 
question is not already in any other thread ;)

Regards.
Alessandro

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[osg-users] Particles on iOS

2011-11-08 Thread Alessandro Terenzi
Hi,
I'd like to use osgParticles on iOS, I tried the example from the book 
OpenSceneGraph 3.0.0 - Beginners Guide, but I get lots of warnings like this:

Warning: ParticleSystem::drawImplementation(..) not fully implemented.

and visualization get messed.

Maybe I'm doing something wrong, but I'd like to ask if, in general, 
osgParticles are supposed to work on iOS and if there are any issue with them.

Thanks.
Alessandro

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Re: [osg-users] Particles on iOS

2011-11-08 Thread Su Gang
Hi Alessandro and everyone,
I can't answer yours as having no iOS device or emulator. May I ask some simple 
questions on building osg?

1. Is it possible to compile and run the application osgviewer under 
OpenSceneGraph/applications/osgviewer on iOS?
2. If the answer of 1 is yes, I think it is also possible to compile my own C++ 
code using osg library, right?
Is it a goog choice to code our own project in C++ on iOS? The libs osgDB 
osgText osgUtil osgWidget osgSim osgTerrain are used in our project.

Thanks.

Cheers,
Su

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Re: [osg-users] Particles not working

2010-08-08 Thread Robert Osfield
Hi Jean-Francois,

Particle systems on moving models need to keep the emitters attached
to subgraph below any transforms that are moving/placing them and the
ParticleSystem itself attach to the root of the scene graph to make
sure that it's placed correctly.  See the osgparticleeffects example
to see how it handles moving models.

Robert.

On Tue, Aug 3, 2010 at 1:50 PM, Jean-Francois Severe rewpp...@gmail.com wrote:
 Hi,
 I'm trying to add some particle effects in my project. I took the spaceship 
 model shipped with osg, when I load it in a viewer it works fine. When I load 
 the same model in my project, the hull of the ship appears, but not the 
 particle effect.
 I'm using SDL as a window, and my code is derived from the SDL viewer. Camera 
 is moved manually, so there is no camera manipulator. There is also no event 
 handler.
 I tried giving viewer::frame() the frametime, but that didn't fix it.
 My project is over 4000 lines of code, and I have no idea where the bug may 
 lie, so excuse me for not posting the code. I'm just wondering if some of you 
 could give me pointers as to what may be wrong, so I can find the relevant 
 part myself.

 Thank you for any help you can provide with that little info. I'll gladly 
 supply parts of the code that seem relevant, I just can't figure out what is.

 rewpparo

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Re: [osg-users] Particles not working

2010-08-05 Thread Jean-Francois Severe
I'm posting the solution to my problem should anyone encounter the same dumb 
problem.
It appears I had left in my code a line that changed the root scene node every 
frame. I think the particles may be reinitialized when the root scene node is 
changed, so the particles never got beyond the first frame. I just changed to 
change the root scene node only if an actual change took place, and it works. 
It was on my todo list, but didn't think it would be relevant.

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[osg-users] Particles not working

2010-08-03 Thread Jean-Francois Severe
Hi,
I'm trying to add some particle effects in my project. I took the spaceship 
model shipped with osg, when I load it in a viewer it works fine. When I load 
the same model in my project, the hull of the ship appears, but not the 
particle effect.
I'm using SDL as a window, and my code is derived from the SDL viewer. Camera 
is moved manually, so there is no camera manipulator. There is also no event 
handler.
I tried giving viewer::frame() the frametime, but that didn't fix it. 
My project is over 4000 lines of code, and I have no idea where the bug may 
lie, so excuse me for not posting the code. I'm just wondering if some of you 
could give me pointers as to what may be wrong, so I can find the relevant part 
myself.

Thank you for any help you can provide with that little info. I'll gladly 
supply parts of the code that seem relevant, I just can't figure out what is.

rewpparo

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Re: [osg-users] particles

2010-01-05 Thread Robert Osfield
HI Guy,

You can't mix display lists with CPU updated dynamic data, and
particle systems are an example of this.

If you come up with a custom scheme for particles then there are ways
to use static geometry and update the positions in the vertex shaders,
and the osgParticle::PrecipitationEffect is an example of this.
PrecipitionEffect doesn't use any of the standard osgParticle features
though, it's a standalone class, as it's very domain specific.

Robert.

On Tue, Dec 29, 2009 at 11:05 AM, Guy g...@dvp.co.il wrote:
 Hi all,

  I was wondering what are the criteria to decide upon using display lists or
 just openGL instruction. Particularly why the rendering of the particles in
 the osgParticle::Particle::render is done by openGL instructions and not
 display list or something more efficient.



  If the reason is changing in the vertex attributes like the particle alpha,
 and position, then suppose all these attributes are static and I use display
 list, what performance gain (if any) it is reasonable to expect?

 I'm asking this because I use shaders in my application, and if there could
 be performance gain I might want to change the render to update shader
 attributes and render using these attributes. Do you think it worth the
 effort implementing such mechanism?



 Thanks,

  Guy.

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[osg-users] particles

2009-12-29 Thread Guy
Hi all,

 I was wondering what are the criteria to decide upon using display
lists or just openGL instruction. Particularly why the rendering of the
particles in the osgParticle::Particle::render is done by openGL
instructions and not display list or something more efficient.

 

 If the reason is changing in the vertex attributes like the particle
alpha, and position, then suppose all these attributes are static and I
use display list, what performance gain (if any) it is reasonable to
expect?

I'm asking this because I use shaders in my application, and if there
could be performance gain I might want to change the render to update
shader attributes and render using these attributes. Do you think it
worth the effort implementing such mechanism?

 

Thanks,

 Guy. 

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Re: [osg-users] Particles problem

2009-11-16 Thread Robert Osfield
HI Max,

The particle system is set between several nodes, so which ones are
you attempting to hide/unhide and how?

Robert.

On Mon, Nov 16, 2009 at 8:22 AM, Maxim Gammer maxgam...@gmail.com wrote:
 Hello all,

 I came across the following situation.
 Let us have an object with particles child and that object is hidden.
 When we unhide this object we get picture 2 and 3.
 Why particles don't dissapiar when the parent object is hidden? Why do they
 accumulate? And how to deal with it, how to fix?

 P.S. Picture 1 shows how it shoud be.
 --
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Re: [osg-users] Particles problem

2009-11-16 Thread Maxim Gammer
Hi Robert,

I've tried 3 different ways.
1 - Both particles and emitter are children of the hidden/unhidden object
2 - Particles is the child of object, and emitter is in the root.
3 - Emitter is a child of the object and particles is in the root.

Hiding/unhiding is done by SetNodeMask. (FF or 00)...

Max

2009/11/16 Robert Osfield robert.osfi...@gmail.com

 HI Max,

 The particle system is set between several nodes, so which ones are
 you attempting to hide/unhide and how?

 Robert.

 On Mon, Nov 16, 2009 at 8:22 AM, Maxim Gammer maxgam...@gmail.com wrote:
  Hello all,
 
  I came across the following situation.
  Let us have an object with particles child and that object is hidden.
  When we unhide this object we get picture 2 and 3.
  Why particles don't dissapiar when the parent object is hidden? Why do
 they
  accumulate? And how to deal with it, how to fix?
 
  P.S. Picture 1 shows how it shoud be.
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Re: [osg-users] Particles problem

2009-11-16 Thread Maxim Gammer
What do you mean by switching off?
And can it be done automatically when the object's parents get hidden?



2009/11/16 Robert Osfield robert.osfi...@gmail.com

 Hi Maxim,

 Have you tried switching off the ParticleSystem node?  It's the
 ParticleSystem that does the rendering, the rest of the nodes just
 control how the particles are generated and moved.

 Robert.

 On Mon, Nov 16, 2009 at 10:52 AM, Maxim Gammer maxgam...@gmail.com
 wrote:
  Hi Robert,
 
  I've tried 3 different ways.
  1 - Both particles and emitter are children of the hidden/unhidden object
  2 - Particles is the child of object, and emitter is in the root.
  3 - Emitter is a child of the object and particles is in the root.
 
  Hiding/unhiding is done by SetNodeMask. (FF or 00)...
 
  Max
 
  2009/11/16 Robert Osfield robert.osfi...@gmail.com
 
  HI Max,
 
  The particle system is set between several nodes, so which ones are
  you attempting to hide/unhide and how?
 
  Robert.
 
  On Mon, Nov 16, 2009 at 8:22 AM, Maxim Gammer maxgam...@gmail.com
 wrote:
   Hello all,
  
   I came across the following situation.
   Let us have an object with particles child and that object is hidden.
   When we unhide this object we get picture 2 and 3.
   Why particles don't dissapiar when the parent object is hidden? Why do
   they
   accumulate? And how to deal with it, how to fix?
  
   P.S. Picture 1 shows how it shoud be.
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Re: [osg-users] Particles problem

2009-11-16 Thread Robert Osfield
On Mon, Nov 16, 2009 at 11:09 AM, Maxim Gammer maxgam...@gmail.com wrote:
 What do you mean by switching off?
 And can it be done automatically when the object's parents get hidden?

I would have though that would work, or just setting the NodeMask of
the ParticleSystem.

Robert.
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Re: [osg-users] Particles problem

2009-11-16 Thread Maxim Gammer
Should we get back to that problem later?
Could you tell me, where to look for a solution? Wht to begin with?

Thanx for help.

2009/11/16 Robert Osfield robert.osfi...@gmail.com

 On Mon, Nov 16, 2009 at 11:09 AM, Maxim Gammer maxgam...@gmail.com
 wrote:
  What do you mean by switching off?
  And can it be done automatically when the object's parents get hidden?

 I would have though that would work, or just setting the NodeMask of
 the ParticleSystem.

 Robert.
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Re: [osg-users] Particles problem

2009-11-16 Thread Robert Osfield
Hi Maxim,

On Mon, Nov 16, 2009 at 12:05 PM, Maxim Gammer maxgam...@gmail.com wrote:
 Should we get back to that problem later?
 Could you tell me, where to look for a solution? Wht to begin with?

I'm just guessing, I haven't actual tried what you after.  I'm not the
original author of osgParticle either so please just except my
suggestions as to what should be possible, rather than anything
definitive.

Robert.
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Re: [osg-users] Particles being culled

2008-06-27 Thread CG
I've ported Joseph's particle tutorial to osg version 2.4 and it works 
perfectly on my side. I'll try to find out the cause of this culling, thanks 
for the help so far.

 Date: Thu, 26 Jun 2008 23:14:04 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  I'm totally guessing, but perhaps setting the max particle size 
 smaller and the number of particles larger will help, as perhaps your 
 particles are large enough to be touching the terrain and thereby being 
 culled? More smaller particles might show some noticable difference...again, 
 I'm totally guessing. I hope someone else can provide some help here. Are 
 Joseph's tutorials up to date even? I haven't looked there in a long time. 
 Sorry can't be more help. -c  2008/6/26 CG [EMAIL PROTECTED]:  Hi 
 Charles,   Thanks for your help, I've narrowed it down to my terrain, 
 when I use  Joseph's terrain, the particles look good. But when I switch 
 over to my  terrain, some of the particles will get culled. How does a 
 terrain affect  the particles?   Regards,  Cg   
   Date: T
 hu, 26 Jun 2008 21:18:51 -0600  From: [EMAIL PROTECTED]  To: 
osg-users@lists.openscenegraph.org  Subject: Re: [osg-users] Particles being 
culled   Well, make a bare-bones test program and isolate the cause, and 
post  it if necessary (in a new thread so someone else is compelled to jump 
 in and help you!). It looks like, to me, that they are just rotated,  not 
culled. Also, I guess you're using the connected system, and I  didn't 
really look at that class ... try the bare-bones debug program!  Good luck, 
 Charles   2008/6/26 CG [EMAIL PROTECTED]:   Hi Charles,   
  That didn't work too. Just don't seem to see what is culling the   
particles? Regards,   Cg 
   Date: Thu, 26 Jun 2008 08:14:55 -0600 
  From: [EMAIL PROTECTED] om   To: osg-users@lists.openscenegraph.org 
  Subject: Re: [osg-users] Particles being culled CG:   
One more tr
 y: I'm just looking at old code b/c I know I've had a   similar 
problem...and I didn't notice the next line of my code: 
ps-SetAlignVectorX(osg::Vec3(0.,1.,0.)); Hopefully that'll make 
a difference.   -Charles On Thu, Jun 26, 2008 at 6:24 AM, 
Charles Cossé [EMAIL PROTECTED]   wrote:Sorry, then, I tried 
... maybe you should repost so Robert sees it.Charles  
 On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:Hi 
Charles,   I've tried the setParticleAlignment and it didn't 
work .   Regards,Cg   ___ 
_Date: Wed, 25 Jun 2008 23:28:53 -0600  
  From: [EMAIL PROTECTED]To: 
osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] 
Particles being culled   try:
ps-setParticleAlignment(osgParticle::ParticleSys
 tem::BILLBOARD);  On Wed, Jun 25, 2008 at 
11:23 PM, CG [EMAIL PROTECTED] wrote: Hi Charles, 
Thanks for the reply, what are the settings for the eye point  
   facing? BRRegards, Cg   
   Date: Wed, 25 
Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: 
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] 
Particles being culled I think the default for 
particle systems is that particles are little 
billboards which always face the viewer's eye point. It looks 
like you've undone that setting somehow, and that the billboards 
are facing   g t;  different directions. 
On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] 
 wrote:  Hi all,   I'm trying to 
simulate a smoke trail emitting from a moving  tank
  by  using  Joseph's codes but some particles 
are being culled (see  attached  picture).   
   Any ideas what are the causes?   
Thanks,   Cg  gt;  
  Make the most of what you can 
do on your PC and the Web, just  the  way   
   you  want. Windows Live  
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Re: [osg-users] Particles being culled

2008-06-27 Thread J.P. Delport
Hi,

maybe check what texture units are used by terrain and particles.

jp

CG wrote:
 I've ported Joseph's particle tutorial to osg version 2.4 and it works 
 perfectly on my side. I'll try to find out the cause of this culling, 
 thanks for the help so far.
 
 
   Date: Thu, 26 Jun 2008 23:14:04 -0600
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Particles being culled
  
   I'm totally guessing, but perhaps setting the max particle size
   smaller and the number of particles larger will help, as perhaps your
   particles are large enough to be touching the terrain and thereby
   being culled? More smaller particles might show some noticable
   difference...again, I'm totally guessing. I hope someone else can
   provide some help here. Are Joseph's tutorials up to date even? I
   haven't looked there in a long time. Sorry can't be more help.
   -c
  
   2008/6/26 CG [EMAIL PROTECTED]:
Hi Charles,
   
Thanks for your help, I've narrowed it down to my terrain, when I use
Joseph's terrain, the particles look good. But when I switch over to my
terrai n, some of the particles will get culled. How does a terrain 
 affect
the particles?
   
Regards,
Cg
   

Date: Thu, 26 Jun 2008 21:18:51 -0600
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Particles being culled
   
Well, make a bare-bones test program and isolate the cause, and post
it if necessary (in a new thread so someone else is compelled to jump
in and help you!). It looks like, to me, that they are just rotated,
not culled. Also, I guess you're using the connected system, and I
didn't really look at that class ... try the bare-bones debug program!
Good luck,
Charles
   
2008/6/26 CG [EMAIL PROTECTED] gt;:
 Hi Charles,

 That didn't work too. Just don't seem to see what is culling the
 particles?

 Regards,
 Cg

 
 Date: Thu, 26 Jun 2008 08:14:55 -0600
 From: [EMAIL PROTECTED] om
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Particles being culled

 CG:
 One more try: I'm just looking at old code b/c I know I've had a
 similar problem...and I didn't notice the next line of my code:

 ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));

 Hopefully that 'll make a difference.
 -Charles

 On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé [EMAIL PROTECTED]
 wrote:
  Sorry, then, I tried ... maybe you should repost so Robert 
 sees it.
  Charles
 
  On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:
  Hi Charles,
 
  I've tried the setParticleAlignment and it didn't work .
 
  Regards,
  Cg
 
  ___ _
  Date: Wed, 25 Jun 2008 23:28:53 -0600
  gt; From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] Particles being culled
 
  try:
  
 ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);
 
 
  On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote:
   Hi Charles,
  
   Thanks for the reply, what are the settings for the eye point
   facing? BR   
   Regards,
   Cg
 gt;  
   
   Date: Wed, 25 Jun 2008 23:18:07 -0600
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Particles being culled
  
   I think the default for particle systems is that 
 particles are
   little
   billboards which always face the viewer's eye point. It 
 looks
   like
   you've undone that setting somehow, and that the 
 billboards are
   facing
   ;   g t;  different directions.
  
   On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] 
 wrote:
Hi all,
   
I'm trying to simulate a smoke trail emitting from a 
 moving
tank
by
using
Joseph's codes but some particles are being culled (see
attached
picture).
Any ideas what are the causes?
   
Thanks,
   
Cg
   
   gt;  
Make the most of what you can do on your PC and the 
 Web, just
the
way
you
want. Windows Live
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osg-users
mailing list
   gt;  osg-users@lists.openscenegraph.org
   
   
   
   

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  gt ; 
   
 gt ; 
  
  
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Re: [osg-users] Particles being culled

2008-06-27 Thread Ulrich Hertlein

CG wrote:
Thanks for your help, I've narrowed it down to my terrain, when I use 
Joseph's terrain, the particles look good. But when I switch over to my 
terrain, some of the particles will get culled. How does a terrain 


Are you sure it's actually a culling problem and not maybe depth buffer 
precision?  The screenshot didn't make that entirely clear.


How do the terrain sizes compare?  Is yours maybe larger?

/ulrich
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Re: [osg-users] Particles being culled

2008-06-27 Thread CG
Hi,
 
Sorry, I'm lost here, how do I check the texture units?Reards,Cg



 Date: Fri, 27 Jun 2008 09:17:59 +0200 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Hi,  maybe check what texture units are used by terrain and 
 particles.  jp  CG wrote:  I've ported Joseph's particle tutorial to 
 osg version 2.4 and it works   perfectly on my side. I'll try to find out 
 the cause of this culling,   thanks for the help so far.
    
 Date: Thu, 26 Jun 2008 23:14:04 -0600   From: [EMAIL PROTECTED]   To: 
 osg-users@lists.openscenegraph.org   Subject: Re: [osg-users] Particles 
 being culled I'm totally guessing, but perhaps setting the max 
 particle size   smaller and the number of particles larger will help, as 
 perhaps your   particles are large enough to be touching the terrain and 
 thereby   being culled? More smaller particles might show some noticable 
   difference...agai
 n, I'm totally guessing. I hope someone else can   provide some help here. 
Are Joseph's tutorials up to date even? I   haven't looked there in a long 
time. Sorry can't be more help.   -c 2008/6/26 CG [EMAIL 
PROTECTED]:Hi Charles,   Thanks for your help, I've 
narrowed it down to my terrain, when I useJoseph's terrain, the 
particles look good. But when I switch over to myterrai n, some of the 
particles will get culled. How does a terrain   affectthe particles? 
  Regards,Cg    
   Date: Thu, 26 Jun 2008 21:18:51 -0600From: [EMAIL PROTECTED]  
  To: osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] 
Particles being culled   Well, make a bare-bones test program and 
isolate the cause, and postit if necessary (in a new thread so someone 
else is compelled to jumpin and help you!). It looks lik
 e, to me, that they are just rotated,not culled. Also, I guess you're 
using the connected system, and Ididn't really look at that class ... 
try the bare-bones debug program!Good luck,Charles 
  2008/6/26 CG [EMAIL PROTECTED] gt;: Hi Charles,   
  That didn't work too. Just don't seem to see what is culling the 
particles? Regards, Cg 
 Date: Thu, 26 Jun 2008 08:14:55 
-0600 From: [EMAIL PROTECTED] om To: 
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] 
Particles being culled CG: One more try: I'm 
just looking at old code b/c I know I've had a similar problem...and 
I didn't notice the next line of my code: 
ps-SetAlignVectorX(osg::Vec3(0.,1.,0.)); Hopefully that 
'll make a differ
 ence. -Charles On Thu, Jun 26, 2008 at 6:24 
AM, Charles Cossé [EMAIL PROTECTED] wrote:  Sorry, 
then, I tried ... maybe you should repost so Robert   sees it.  
Charles   On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL 
PROTECTED] wrote:  Hi Charles,   I've 
tried the setParticleAlignment and it didn't work .   
Regards,  Cg   ___ 
_  Date: Wed, 25 Jun 2008 23:28:53 -0600 
 gt; From: [EMAIL PROTECTED]  To: 
osg-users@lists.openscenegraph.org  Subject: Re: [osg-users] 
Particles being culled   try:
ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD); 
   On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL 
PROTECTED] wrote:
Hi Charles, Thanks for the 
reply, what are the settings for the eye point 
  facing? BR  Regards,   
Cg gt; 
   Date: 
Wed, 25 Jun 2008 23:18:07 -0600   From: 
[EMAIL PROTECTED]   To: 
osg-users@lists.openscenegraph.org   
Subject: Re: [osg-users] Particles being culled 
I think the default for particle 
systems is that   particles are   little 
  billboards which always face the viewer's 
eye point. It   looks   like 
  you've undone that setting somehow, and that the   
billboards are   facing   ;   g t; 
 different directions. 
On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrot
 e:Hi all,   I'm 
trying to simulate a smoke trail emitting from a   moving
tankbyusing
Joseph's codes but some particles are being culled (see
attachedpicture).Any ideas what are 
the causes?   Thanks,   
Cg  gt;  
Make the most of what you 
can do on your PC and the   Web, justthe  
  wayyouwant. Windows Live
___ BR  
osg-users

Re: [osg-users] Particles being culled

2008-06-27 Thread J.P. Delport
Hi,

sorry, I was just guessing at possible problems. We have had problems
with overlays and terrain texture units clashing, but I'm not sure it is
related to particle system and terrain.

OverlayNode-setOverlayTextureUnit(1);

Terrain texture units can in newer osgdem be set with layer option.

In other code you can look for:
setTextureAttributeAndModes(0,texture.get(),osg::StateAttribute::ON);

jp

CG wrote:
 Hi,
  
 Sorry, I'm lost here, how do I check the texture units?
 
 Reards,
 Cg
 
 
 
   Date: Fri, 27 Jun 2008 09:17:59 +0200
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Particles being culled
  
   Hi,
  
   maybe check what texture units are used by terrain and particles.
  
   jp
  
   CG wrote:
I've ported Joseph's particle tutorial to osg version 2.4 and it works
perfectly on my side. I'll try to find out the cause of this culling,
thanks for the help so far.
   

 
 Date: Thu, 26 Jun 2008 23:14:04 -0600
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Particles being culled

 I'm totally guessing, but perhaps setting the max particle size
 smaller an d the number of particles larger will help, as perhaps 
 your
 particles are large enough to be touching the terrain and thereby
 being culled? More smaller particles might show some noticable
 difference...again, I'm totally guessing. I hope someone else can
 provide some help here. Are Joseph's tutorials up to date even? I
 haven't looked there in a long time. Sorry can't be more help.
 -c

 2008/6/26 CG [EMAIL PROTECTED]:
  Hi Charles,
 
  Thanks for your help, I've narrowed it down to my terrain, when 
 I use
  Joseph's terrain, the particles look good. But when I switch 
 over to my
  terrai n, some of the particles will get culled. How does a 
 terrain
affect
  the particles?
 
  Regards,
  Cg
 
  
  Date: Thu, 26 Jun 2008 21:18:51 -0600
  From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] Particles being culled
 
  Well, make a bare-bones test program and isolate the cause, 
 and post
  it if necessary (in a new thread so someone else is compelled 
 to jump
  in and help you!). It looks like, to me, that they are just 
 rotated,
  not culled. Also, I guess you're using the connected system, and I
  didn't really look at that class ... try the bare-bones debug 
 program!
  Good luck,
  Charles
 
  2008/6/26 CG [EMAIL PROTECTED] gt;:
   Hi Charles,
  
   That didn't work too. Just don't seem to see what is culling the
   particles?
  
   Regards,
   Cg
  
   
   Date: Thu, 26 Jun 2008 08:14:55 -0600
   From: [EMAIL PROTECTED] om
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Particles being culled
  
   CG:
   One more try: I'm just looking at old code b/c I know I've 
 had a
  gt;  similar problem...and I didn't notice the next line of 
 my code:
  
   ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));
  
   Hopefully that 'll make a difference.
   -Charles
  
   On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé 
 [EMAIL PROTECTED]
   wrote:
Sorry, then, I tried ... maybe you should repost so Robert
sees it.
Charles
   
On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:
Hi Charles,
   
I've tried the setParticleAlignment and it didn't work .
   
Regards,
Cg
   
___ _
Date: Wed, 25 Jun 2008 23:28:53 -0600
gt; From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Particles being culled
   
try:
   
ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);
   
gt;
On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] 
 wrote:
 Hi Charles,

 Thanks for the reply, what are the settings for the 
 eye point
 facing? BR   
 Regards,
 Cg
   gt;  
 
 Date: Wed, 25 Jun 2008 23:18:07 -0600
 From: [EMAIL PROTECTED]
 gt; To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Particles being culled

 I think the default for particle systems is that
particles are
 little
 billboards which always face the viewer's eye point. It
looks
 like
 you've undone that setting somehow, and that the
billboards

Re: [osg-users] Particles being culled

2008-06-27 Thread Jean-Sébastien Guay

Hi Cg,

Thanks for your help, I've narrowed it down to my terrain, when I use 
Joseph's terrain, the particles look good. But when I switch over to my 
terrain, some of the particles will get culled. How does a terrain 
affect the particles?


Just for the record, if a particle is partially visible, that's not 
culling, that's clipping.


If you don't want your particles clipped by the terrain, I guess you 
could put them into a higher render bin than the terrain? Perhaps others 
can confirm this.


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Particles being culled

2008-06-27 Thread CG
Sorry for the wrong word, i think my terrain is too heavy for my machine, I'll 
test it on another machine. I've put the particles into a renderbin that is 
higher than the terrain but the the particles still get clipped.

 Date: Fri, 27 Jun 2008 09:19:50 -0400 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Hi Cg,   Thanks for your help, I've narrowed it down to my 
 terrain, when I use   Joseph's terrain, the particles look good. But when I 
 switch over to my   terrain, some of the particles will get culled. How 
 does a terrain   affect the particles?  Just for the record, if a 
 particle is partially visible, that's not  culling, that's clipping.  If 
 you don't want your particles clipped by the terrain, I guess you  could put 
 them into a higher render bin than the terrain? Perhaps others  can confirm 
 this.  J-S --  __ 
 Jean-Sebastien Guay [EMAIL PROTECTED] http://www.cm-labs.com/ 
 http://whitestar02.webhop.org/ 
 ___ osg-users mailing list 
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Re: [osg-users] Particles being culled

2008-06-27 Thread Jean-Sébastien Guay

Hello Cg,

Sorry for the wrong word, 


Hehe that's ok, there's a lot of terminology and some terms are 
similar... I guess I just expected that someone who's name is Cg would 
know the CG terminology :-)


Sorry I can't help more,

J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Particles being culled

2008-06-27 Thread CG
 Hehe that's ok, there's a lot of terminology and some terms are  similar... 
 I guess I just expected that someone who's name is Cg would  know the CG 
 terminology :-)
 
hehe, because my initial is Cg, thanks for the help.

 Date: Fri, 27 Jun 2008 10:50:01 -0400 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Hello Cg,   Sorry for the wrong word,   Hehe that's ok, 
 there's a lot of terminology and some terms are  similar... I guess I just 
 expected that someone who's name is Cg would  know the CG terminology :-) 
  Sorry I can't help more,  J-S --  
 __ Jean-Sebastien Guay 
 [EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ 
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 osg-users@lists.openscenegraph.org 
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Re: [osg-users] Particles being culled

2008-06-26 Thread CG
Hi Charles,
 
I've tried the setParticleAlignment and it didn't work.Regards,
Cg



 Date: Wed, 25 Jun 2008 23:28:53 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  try: 
 ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);   On 
 Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote:  Hi Charles, 
   Thanks for the reply, what are the settings for the eye point facing? 
   Regards,  Cg     Date: Wed, 25 
 Jun 2008 23:18:07 -0600  From: [EMAIL PROTECTED]  To: 
 osg-users@lists.openscenegraph.org  Subject: Re: [osg-users] Particles 
 being culled   I think the default for particle systems is that 
 particles are little  billboards which always face the viewer's eye point. 
 It looks like  you've undone that setting somehow, and that the billboards 
 are facing  different directions.   On Wed, Jun 25, 2008 at 11:07 
 PM, CG [EMAIL PROTECTED] wrote:   Hi all, I'm trying to 
 simulate a smoke trail
  emitting from a moving tank by   using   Joseph's codes but some 
particles are being culled (see attached   picture).   Any ideas what 
are the causes? Thanks, Cg 
   Make the most of what you can do on your 
PC and the Web, just the way   you   want. Windows Live   
___   osg-users mailing list 
  osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
   --  AsymptopiaSoftware | [EMAIL PROTECTED]  
www.asymptopia.org  ___  
osg-users mailing list  osg-users@lists.openscenegraph.org  
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
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Photo Gallery. Windows Live Photo Gallery  ___
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Re: [osg-users] Particles being culled

2008-06-26 Thread Charles Cossé
CG:
One more try: I'm just looking at old code b/c I know I've had a
similar problem...and I didn't notice the next line of my code:

ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));

Hopefully that'll make a difference.
-Charles

On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé [EMAIL PROTECTED] wrote:
 Sorry, then, I tried ... maybe you should repost so Robert sees it.
 Charles

 On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:
 Hi Charles,

 I've tried the setParticleAlignment and it didn't work.

 Regards,
 Cg

 
 Date: Wed, 25 Jun 2008 23:28:53 -0600
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Particles being culled

 try:
 ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);


 On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote:
  Hi Charles,
 
  Thanks for the reply, what are the settings for the eye point facing?
 
  Regards,
  Cg
 
  
  Date: Wed, 25 Jun 2008 23:18:07 -0600
  From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] Particles being culled
 
  I think the default for particle systems is that particles are little
  billboards which always face the viewer's eye point. It looks like
  you've undone that setting somehow, and that the billboards are facing
  different directions.
 
  On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote:
   Hi all,
  
   I'm trying to simulate a smoke trail emitting from a moving tank by
   using
   Joseph's codes but some particles are being culled (see attached
   picture).
   Any ideas what are the causes?
  
   Thanks,
  
   Cg
  
   
   Make the most of what you can do on your PC and the Web, just the way
   you
   want. Windows Live
   ___ BR   osg-users
   mailing list
   osg-users@lists.openscenegraph.org
  
  
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 
 
 
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Re: [osg-users] Particles being culled

2008-06-26 Thread CG
Hi Charles,
 
That didn't work too. Just don't seem to see what is culling the 
particles?Regards,
Cg



 Date: Thu, 26 Jun 2008 08:14:55 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  CG: One more try: I'm just looking at old code b/c I know I've had 
 a similar problem...and I didn't notice the next line of my code:  
 ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));  Hopefully that'll make a 
 difference. -Charles  On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé 
 [EMAIL PROTECTED] wrote:  Sorry, then, I tried ... maybe you should 
 repost so Robert sees it.  Charles   On Thu, Jun 26, 2008 at 3:08 AM, 
 CG [EMAIL PROTECTED] wrote:  Hi Charles,   I've tried the 
 setParticleAlignment and it didn't work.   Regards,  Cg   
   Date: Wed, 25 Jun 2008 23:28:53 -0600 
  From: [EMAIL PROTECTED]  To: osg-users@lists.openscenegraph.org  
 Subject: Re: [osg-users] Particles being culled   try:  
 ps-setParticleAlignment(osgParticle::Particle
 System::BILLBOARD);On Wed, Jun 25, 2008 at 11:23 PM, CG 
[EMAIL PROTECTED] wrote:   Hi Charles, Thanks for the 
reply, what are the settings for the eye point facing? Regards, 
  Cg    Date: Wed, 25 
Jun 2008 23:18:07 -0600   From: [EMAIL PROTECTED]   To: 
osg-users@lists.openscenegraph.org   Subject: Re: [osg-users] Particles 
being culled I think the default for particle systems is that 
particles are little   billboards which always face the viewer's eye 
point. It looks like   you've undone that setting somehow, and that the 
billboards are facing   different directions. On Wed, Jun 
25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote:Hi all,   
I'm trying to simulate a smoke trail emitting from a moving tank 
byusingJoseph's codes but some particles are being culled 
 (see attachedpicture).Any ideas what are the causes? 
  Thanks,   Cg   
Make the most of what you can do on 
your PC and the Web, just the wayyouwant. Windows Live 
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Re: [osg-users] Particles being culled

2008-06-26 Thread Charles Cossé
Well, make a bare-bones test program and isolate the cause, and post
it if necessary (in a new thread so someone else is compelled to jump
in and help you!).  It looks like, to me, that they are just rotated,
not culled.  Also, I guess you're using the connected system, and I
didn't really look at that class ... try the bare-bones debug program!
 Good luck,
Charles

2008/6/26 CG [EMAIL PROTECTED]:
 Hi Charles,

 That didn't work too. Just don't seem to see what is culling the particles?

 Regards,
 Cg

 
 Date: Thu, 26 Jun 2008 08:14:55 -0600
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Particles being culled

 CG:
 One more try: I'm just looking at old code b/c I know I've had a
 similar problem...and I didn't notice the next line of my code:

 ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));

 Hopefully that'll make a difference.
 -Charles

 On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé [EMAIL PROTECTED] wrote:
  Sorry, then, I tried ... maybe you should repost so Robert sees it.
  Charles
 
  On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:
  Hi Charles,
 
  I've tried the setParticleAlignment and it didn't work.
 
  Regards,
  Cg
 
  ___ _
  Date: Wed, 25 Jun 2008 23:28:53 -0600
  From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] Particles being culled
 
  try:
  ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);
 
 
  On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote:
   Hi Charles,
  
   Thanks for the reply, what are the settings for the eye point
   facing?
  
   Regards,
   Cg
  
   
   Date: Wed, 25 Jun 2008 23:18:07 -0600
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Particles being culled
  
   I think the default for particle systems is that particles are
   little
   billboards which always face the viewer's eye point. It looks like
   you've undone that setting somehow, and that the billboards are
   facing
   different directions.
  
   On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote:
Hi all,
   
I'm trying to simulate a smoke trail emitting from a moving tank
by
using
Joseph's codes but some particles are being culled (see attached
picture).
Any ideas what are the causes?
   
Thanks,
   
Cg
   

Make the most of what you can do on your PC and the Web, just the
way
you
want. Windows Live
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Re: [osg-users] Particles being culled

2008-06-26 Thread CG
Hi Charles,
 
Thanks for your help, I've narrowed it down to my terrain, when I use Joseph's 
terrain, the particles look good. But when I switch over to my terrain, some of 
the particles will get culled. How does a terrain affect the particles?
 
Regards,
Cg



 Date: Thu, 26 Jun 2008 21:18:51 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Well, make a bare-bones test program and isolate the cause, and 
 post it if necessary (in a new thread so someone else is compelled to jump 
 in and help you!). It looks like, to me, that they are just rotated, not 
 culled. Also, I guess you're using the connected system, and I didn't really 
 look at that class ... try the bare-bones debug program! Good luck, 
 Charles  2008/6/26 CG [EMAIL PROTECTED]:  Hi Charles,   That didn't 
 work too. Just don't seem to see what is culling the particles?   
 Regards,  Cg     Date: Thu, 26 Jun 
 2008 08:14:55 -0600  From: [EMAIL PROTECTED]  To: 
 osg-users@lists.openscenegraph.org  Subject: Re: [osg-users] Particles 
 being culled   CG:  One more try: I'm just looking at old code b/c I 
 know I've had a  similar problem...and I
  didn't notice the next line of my code:   
ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));   Hopefully that'll make a 
difference.  -Charles   On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé 
[EMAIL PROTECTED] wrote:   Sorry, then, I tried ... maybe you should 
repost so Robert sees it.   Charles On Thu, Jun 26, 2008 at 
3:08 AM, CG [EMAIL PROTECTED] wrote:   Hi Charles, I've 
tried the setParticleAlignment and it didn't work. Regards,  
 Cg ___ _   Date: Wed, 25 Jun 
2008 23:28:53 -0600   From: [EMAIL PROTECTED]   To: 
osg-users@lists.openscenegraph.org   Subject: Re: [osg-users] Particles 
being culled try:   
ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);
   On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote:  
  Hi Charles,   Thanks for the reply, what
  are the settings for the eye pointfacing?   
Regards,Cg     
  Date: Wed, 25 Jun 2008 23:18:07 -0600From: [EMAIL 
PROTECTED]To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Particles being culled   I think 
the default for particle systems is that particles arelittle  
  billboards which always face the viewer's eye point. It looks like  
  you've undone that setting somehow, and that the billboards are   
 facingdifferent directions.   On Wed, Jun 
25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote: Hi all,  
   I'm trying to simulate a smoke trail emitting from a 
moving tank by using Joseph's codes but 
some particles are being culled (see attached picture).   
   Any ideas what are the causes? Thanks,
 Cg  
Make the most of what you can do on your PC and the Web, just the 
way you want. Windows Live 
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Re: [osg-users] Particles being culled

2008-06-26 Thread Charles Cossé
I'm totally guessing, but perhaps setting the max particle size
smaller and the number of particles larger will help, as perhaps your
particles are large enough to be touching the terrain and thereby
being culled?  More smaller particles might show some noticable
difference...again, I'm totally guessing.  I hope someone else can
provide some help here.  Are Joseph's tutorials up to  date even?  I
haven't looked there in a long time. Sorry can't be more help.
-c

2008/6/26 CG [EMAIL PROTECTED]:
 Hi Charles,

 Thanks for your help, I've narrowed it down to my terrain, when I use
 Joseph's terrain, the particles look good. But when I switch over to my
 terrain, some of the particles will get culled. How does a terrain affect
 the particles?

 Regards,
 Cg

 
 Date: Thu, 26 Jun 2008 21:18:51 -0600
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Particles being culled

 Well, make a bare-bones test program and isolate the cause, and post
 it if necessary (in a new thread so someone else is compelled to jump
 in and help you!). It looks like, to me, that they are just rotated,
 not culled. Also, I guess you're using the connected system, and I
 didn't really look at that class ... try the bare-bones debug program!
 Good luck,
 Charles

 2008/6/26 CG [EMAIL PROTECTED]:
  Hi Charles,
 
  That didn't work too. Just don't seem to see what is culling the
  particles?
 
  Regards,
  Cg
 
  
  Date: Thu, 26 Jun 2008 08:14:55 -0600
  From: [EMAIL PROTECTED] om
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] Particles being culled
 
  CG:
  One more try: I'm just looking at old code b/c I know I've had a
  similar problem...and I didn't notice the next line of my code:
 
  ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));
 
  Hopefully that'll make a difference.
  -Charles
 
  On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé [EMAIL PROTECTED]
  wrote:
   Sorry, then, I tried ... maybe you should repost so Robert sees it.
   Charles
  
   On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:
   Hi Charles,
  
   I've tried the setParticleAlignment and it didn't work .
  
   Regards,
   Cg
  
   ___ _
   Date: Wed, 25 Jun 2008 23:28:53 -0600
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Particles being culled
  
   try:
   ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);
  
  
   On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote:
Hi Charles,
   
Thanks for the reply, what are the settings for the eye point
facing? BR   
Regards,
Cg
   

Date: Wed, 25 Jun 2008 23:18:07 -0600
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Particles being culled
   
I think the default for particle systems is that particles are
little
billboards which always face the viewer's eye point. It looks
like
you've undone that setting somehow, and that the billboards are
facing
  g t;  different directions.
   
On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote:
 Hi all,

 I'm trying to simulate a smoke trail emitting from a moving
 tank
 by
 using
 Joseph's codes but some particles are being culled (see
 attached
 picture).
 Any ideas what are the causes?

 Thanks,

 Cg

gt;  
 Make the most of what you can do on your PC and the Web, just
 the
 way
 you
 want. Windows Live
 ___ BR  
 osg-users
 mailing list
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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  gt ; 
   
   
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[osg-users] Particles being culled

2008-06-25 Thread CG

Hi all,I'm trying to simulate a smoke trail emitting from a moving tank by 
using Joseph's codes but some particles are being culled (see attached 
picture). Any ideas what are the causes?Thanks,Cg
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Re: [osg-users] Particles being culled

2008-06-25 Thread Charles Cossé
I think the default for particle systems is that particles are little
billboards which always face the viewer's eye point.  It looks like
you've undone that setting somehow, and that the billboards are facing
different directions.

On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote:
 Hi all,

 I'm trying to simulate a smoke trail emitting from a moving tank by using
 Joseph's codes but some particles are being culled (see attached picture).
 Any ideas what are the causes?

 Thanks,

 Cg

 
 Make the most of what you can do on your PC and the Web, just the way you
 want. Windows Live
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org





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Re: [osg-users] Particles being culled

2008-06-25 Thread CG
Hi Charles,
 
Thanks for the reply, what are the settings for the eye point facing?Regards,
Cg



 Date: Wed, 25 Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  I think the default for particle systems is that particles are 
 little billboards which always face the viewer's eye point. It looks like 
 you've undone that setting somehow, and that the billboards are facing 
 different directions.  On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL 
 PROTECTED] wrote:  Hi all,   I'm trying to simulate a smoke trail 
 emitting from a moving tank by using  Joseph's codes but some particles are 
 being culled (see attached picture).  Any ideas what are the causes?   
 Thanks,   Cg     Make the most of 
 what you can do on your PC and the Web, just the way you  want. Windows 
 Live  ___  osg-users mailing 
 list  osg-users@lists.openscenegraph.org  
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Re: [osg-users] Particles being culled

2008-06-25 Thread Charles Cossé
try:
ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);


On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote:
 Hi Charles,

 Thanks for the reply, what are the settings for the eye point facing?

 Regards,
 Cg

 
 Date: Wed, 25 Jun 2008 23:18:07 -0600
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Particles being culled

 I think the default for particle systems is that particles are little
 billboards which always face the viewer's eye point. It looks like
 you've undone that setting somehow, and that the billboards are facing
 different directions.

 On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote:
  Hi all,
 
  I'm trying to simulate a smoke trail emitting from a moving tank by
  using
  Joseph's codes but some particles are being culled (see attached
  picture).
  Any ideas what are the causes?
 
  Thanks,
 
  Cg
 
  
  Make the most of what you can do on your PC and the Web, just the way
  you
  want. Windows Live
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[osg-users] Particles question

2007-08-23 Thread Serge Lages
Hi all,

Currently when I want to destroy all the particles from an emitter I do :

  for (int i = 0; i  _emitter-getParticleSystem()-numParticles(); i++)
{
_emitter-getParticleSystem()-destroyParticle(i);
}

But I am really not sure that is the proper way to do it. Moreover It seems
that the particles are not really destroyed.
That is why I would like to know if there is a better way to do it ?

Thanks in advance for any help.

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