Hi everyone :) After a sleepless nigth I have finally fully implemented the particle surface generator core :) Many improvements and optimizations are remaining but the hard part is done , the fun starts now :)
though is still heavily unoptimized it still performs at the same level of instanced metaballs. many things remain like the complete OpenGL visualization set using the VBO and stuffs like that that I need to research (currently is still using OpenGl inmediate mode for drawing) and implementing color blending among particles for the polygon mesh. Also i would like to implement a caching system like Elbeem (could be resued here?) for baking the simulation without need to recalculate the implicit surfaces like the current Metaball implementations do. probably I will need help on this I have updated my site: http://farsthary.wordpress.com hope you like this feature PS: i have tested it with boids also and works ok ;) _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers